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#001a Battle Ram
Team: Heroic Warriors
Range: 6
Points: 100/75/50/25
Keywords: Heroic Warriors, Masters of the Universe, Armor, Vehicle
Base Size: 2x4
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Movement: Blocking (Destroy) Detachable Sky Sled: Both dials of Battle Ram begin the game on their matching starting lines. Their dials are Linked this game. The 2x2 squares at the front of this dial use the ‘Sky Sled’ Dial for adjacency or when drawing line of fire to and from those squares. The 2x2 squares at the back of this dial use the ‘Battle Ram’ dial for adjacency or when drawing line of fire to and from those squares. When a character becomes a Pilot of this vehicle it chooses which dial to pilot. Once per game if the Sky Sled dial has a Pilot ‘FREE: Detach Sky Sled from Battle Ram and it becomes a 2x2 based character friendly to your force that uses the Sky Sled dial this game. A character Piloting the Sky Sled dial now pilots that character and it is no longer Linked to Battle Ram.’ Pinned to Your Location: If Sky Sled is attached Battle Ram can use ‘RAM.’ Once per turn a friendly character may be given a POWER action and Battle Ram can use RAM without a Pilot at no cost but must end its movement adjacent to that character. If that character is named Duncan or Man-At-Arms this action is FREE instead. Pilot Ability: Caltrop Dispersal: When Battle Ram moves place up to three Caltrop terrain markers in squares moved through. Remove them at the beginning of your next turn. When a character moves through a square containing a Caltrop marker it must end its movement. Characters occupying a Caltrop marker at the beginning of an action halve their speed value. Old School: If Battle Ram is 25 points once per game FREE: Battle Ram can use Flight and cannot reduce damage for the rest of the game. Time to Fly: Passengers: 0. When this click is revealed you may place the character piloting this dial in an adjacent square and give it an action token. If you do, for the rest of the game the Battle Ram can use IMMOBILE and has instead of
Both Hands To Hold On: Attacks made using the Sky Sled dial cannot be close attacks. When using Pilot Attacks do not replace this character’s range. // When Linked to Battle Ram Sky Sled cannot use Flight or movement powers. Even Split: Sky Sled begins the game attached to Battle Ram. When Sky Sled is attached to Battle Ram lines of fire drawn to Battle Ram are blocked by other squares it also occupies. When Sky Sled is attached and both dials have a Pilot FREE: Make an attack. Crash Landing: Passengers: 0. When this click is revealed you may place the character piloting this dial in an adjacent square and give it an action token. If you do, for the rest of the game the Battle Ram (Sky Sled) dial can use IMMOBILE and has instead of
Sometimes something as simple as splitting up can be complicated. Released Wave 1 and a mainstay on the Filmation cartoon, the original was a one-seater that detached the Sky Sled leaving the base behind. Classics released it with a 2 pack of Eternian Guards (w/M-A-Arms head to swap out) as featured above. It had an AA siege cannon on its base so wasn’t a worthless throw away once detached. Vehicles are a difficult thing to cost so take the point values with a grain of salt.
#02a Talon Fighter
Team: Heroic Warriors
Range: 6
Points: 100/75/50
Keywords: Castle Grayskull, Fighting Foe Men, Heroic Warriors, Masters of the Universe, Preternia, Animal, Armor, Mystical, Vehicle
Base Saize: 2x4
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Passengers: 2: Fastest Flyer On Eternia: Willpower. When Talon Fighter uses Pilot Attacks do not replace its range if the value would be lower. Pilot Ability: Aerial Dodge: When Talon Fighter is missed by an attack move up to two squares, but not in a direct line. Open Hatch: When this click is revealed you may place this Vehicle’s Pilot in an adjacent square and give it an action token. If you do, for the rest of the game Talon Fighter can use IMMOBILE and has instead of
Once Every Twenty Years…: Guardian of Point Dread is Unique and can use the Cosmic Energy and Mystics team abilities. …At Grayskull’s Peak: Guardian of Point Dread may begin the game placed in squares within 5 squares of your starting area if at least one square of its base occupies Elevated terrain. Lines of fire drawn to Guardian of Point Dread drawn through the rim of Elevated terrain at a different elevation are blocked. Cloud Cover: Probability Control, but only on attack rolls made by or targeting opposing characters with
#G03 Roton
Team: Team Player
Range: 4
Points: 100/50/25
Keywords: Evil Horde, Evil Warriors, Fight Foe Men, Preternia, Armor, Future, Robot, Pirate, Vehicle
Base Size: 2x2
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Passengers: 2 Movement: Blocking (Destroy) Rotating Blades: Blades/Claws/Fangs, Flurry. Roton’s damage value may not be replaced or modified. When an adjacent character fails to break away deal it one penetrating damage. Twistoid’s Terrible Tale: At the beginning of the game, if Roton is 100 points you may choose that it has instead of , reduces penetrating damage, and is KO’d when its dial crosses another starting line this game. Protected: Pulse Wave. Pilot Ability: Canopy: Prerequisite: Character shares a keyword with Roton; Defense +1. FREE: Make a range attack using Targeting: 00> Pilot Ability: Siege of Viper Tower: Prerequisite: Gar keyword; When Roton uses Team Player it may choose the team ability of its Pilot. Once per turn when Roton destroys a square of blocking terrain deal a character adjacent to that square 1 penetrating damage. Sent to Salvage: When this click is revealed you may place Roton’s Pilot in an adjacent square and give it an action token. If you do, for the rest of the game Roton can use IMMOBILE and has instead of Fizzled Circuitry: Battle Fury, Poison, Smoke Cloud. Double Cannons: Running Shot. If Roton has used Charge this turn it may use Running Shot as FREE.
#MG04 Flutter Plane
Team: Great Rebellion
Range: 6
Points: 60/40
Keywords: Great Rebellion, Princesses of Power
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Lily Landing Pad: Flutter Plane modifies Defense +1 when line of fire to it is hindered. Pilot Ability: Wing Wind: Force Blast as FREE but only to target adjacent opposing characters. Pilot Ability: Resistance Fighter: Prerequisite: Great Rebellion or Princesses of Power keyword; When Flutter Plane uses Pilot Attack it may choose a Defense power of the Pilot as well. Opened Dome: When this power is revealed you may you may place Flutter Plane’s Pilot in an adjacent square and give it an action token. If you do, for the rest of the game Flutter Plane can use IMMOBILE and has instead of . Flap Flap Flap: Super Senses, Toughness
#MG05 Monstroids
Real Name: Various
Team: Evil Horde
Range: 6
Points: 50
Keywords: Evil Horde, Armor, Cosmic, Robot, Vehicle
Base Size: 2x2
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Hostage Takers: Safeguard: Outwit unless that character is a Multi-Base character. Insignificant Manchine: Monstroids cannot attack characters with unless all opposing characters have Tread Legs: Sidestep. When Monstroids makes an attack after actions resolve move up to 2 squares. If Monstroids began the turn on your force FREE: Replace Monstroids with Destructotank using its orange click numbers. It can be given actions without a Pilot this game and can use ‘FREE: If this character began the turn on your force replace it with the Monstroids it replaced this game.’ Number I Has Demands: Invulnerability, Leadership, Mastermind. When Monstroids uses Leadership give an opposing character within 3 squares an action token. If Monstroids began the turn on your force FREE: Replace Monstroids with Annihilator using its orange click numbers. It can be given actions without a Pilot this game and can use ‘FREE: If this character began the turn on your force replace it with the Monstroids it replaced this game.’ Missile Turrets: Energy Explosion, but hit targets are dealt Monstroids’ printed damage instead. If Monstroids began the turn on your force FREE: Replace Monstroids with Horde Command Car using its orange click numbers. It can be given actions without a Pilot this game and can use ‘FREE: If this character began the turn on your force replace it with the Monstroids it replaced this game.’
#MG06a Horde Command Car
Team: Evil Horde
Range: 5
Points: 90/60/40/50
Keywords: Evil Horde, Vehicle
Base Size: 2x4
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Passengers: 3 Remote Control Driving: When Horde Command Car does not have a Pilot it can use Autonomous and can still be given MOVE actions even when it can use IMMOBILE. Pilot Ability: Expendable Goon: Prerequisite: Evil Horde keyword; Horde Command Car may be chosen as the new target by friendly characters using Mastermind. Pilot Ability: Catra’s Command Car: Prerequisite: Catra; Precision Strike. Defense +2. Pilot Ability: Hordak’s Command Car: Prerequisite: Hordak; Mastermind. Standard powers that Horde Command Car can use from Pilot Attacks cannot be chosen by characters using Outwit. Everybody Out!: When this click is revealed you may place this character’s Pilot in an adjacent square and give it an action token. If you do, for the rest of the game Horde Command Car can use IMMOBILE and has instead of . Freeze Cannon: Characters hit by Horde Command Car’s range attacks can use IMMOBILE until your next turn. Timed Detonation: Pulse Wave. When Horde Command Car uses Pulse Wave after actions resolve it is KO’d. Full Volley: Energy Explosion. If Horde Command Car has not been moved or placed this turn and uses Energy Explosion hit targets are dealt Horde Command Car’s damage value instead of normal damage.
Passengers: 3 Stolen Goods and Prisoners: Groundbuster begins the game with the Freight Hood attached. As long is it is attached Groundbuster modifies its Passengers +2 and can use Battle Fury and Safeguard: Outwit. Opposing characters may use Destroy actions to target a square occupied by Groundbuster as if it were Blocking terrain but modify Damage -2. If they do remove the Freight Hood from the game. Pilot Ability: Tax Collection: Prerequisite: Evil Horde keyword; Adjacent opposing characters cannot use the EFFECT of equipment and cannot be given FREE actions. // When an adjacent opposing character is KO’d gain an additional 5 points. Pilot Ability: Barred Doors: Prerequisite: Police keyword; Police team ability. If the Freight Hood is attached lines of fire drawn through Groundbuster to other characters are blocked. Everybody Out: When this click is revealed you may place this character’s Pilot in an adjacent square and give it an action token. If you do, for the rest of the game Groundbuster can use IMMOBILE and has instead of .
Insight
The Attachable element turns this sculpt from a battle jeep to a Horde customized Isuzu. The things we come up with when a multi-base’s size comes with 2 dials by default.
#MG07 Sea Harp
Real Name: Sea Harp
Team: Mystics
Range: 0
Points: 60/35/20
Keywords: Great Rebellion, Princess of Power, Animal, Mystical, Vehicle
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Passengers: 2 Mystical Sea Horse: Sea Harp can be given actions without a Pilot. Unless Sea Harp is 60 points they are KO’d when their dial crosses the orange line. If they are 60 points stop turning the dial when it crosses the orange line, place their Pilot in an adjacent square and give it an action token, and for the rest of the game Sea Harp has instead of .// When Sea Harp occupies a square of Water terrain you may double their speed value. If you do they may only move in a direct line this turn. Pilot Ability: Over Land & Sea: Flight. If the Pilot is named She-Ra friendly characters within 4 squares that can use Flight or Swim can also use the other. Pilot Ability: Musical Message: Prerequisite: Great Rebellion or Princesses of Power keyword. Pulse Wave. If the Pilot is named Mermista, Pulse Wave as FREE. When Sea Harp uses Pulse Wave instead of normal damage you may move each hit character up to 2 squares, or 4 squares if they have
#MG08 Road Ripper
Team: Heroic Warriors
Range: 0
Points: 100/60/40
Keywords: Heroic Warriors, Masters of the Universe, Vehicle
Base Size: 2x2
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Passengers: 0 Pilot Ability: Warrior Carrier: Prerequisite: Warrior keyword. Close Combat Expert Pilot Ability: Pull the Chord: Leap/Climb. When Road Ripper moves in a direct line KNOCKBACK each character moved through one square in the direction of your choice. Guided Crash: When this click is revealed you may place this character’s Pilot in an adjacent square and give it an action token. If you do that character may place Road Ripper in a square within line of fire and a number of squares up to the damage just taken, deal 2 damage to each character adjacent to Road Ripper and then KO it.
Insight: The orange cord the length of the Road Ripper is present in this design lol. Don’t know how many times I rolled this bad boy down stairs and off tables pulling that thing. Plus the childhood reminder that seatbelts save lives
Glows In The Dark!: Hindering terrain within 4 squares is clear terrain for line of fire. Pilot Ability: Spinner Shot: Sidestep. Once per game Energy Explosion but roll a d6 for each hit target and deal damage equal to the result. The minimum result is Skullcopter’s printed damage. For the rest of the game Skullcopter cannot be given MOVE or POWER actions. Pilot Ability: Hidden Cannon: Prerequisite: Evil Mutants keyword. FREE: Modify Skullcopter’s Attack and Damage +1 and it cannot reduce damage until your next turn. If the Pilot is named Skeletor modify Attack and Damage +2 instead. Unending Supply: When this power is revealed you may place this character’s Pilot in an adjacent square and give it an action token. If you do, KO Skullcopter and generate another Skullcopter in your starting area on its next starting line. If Skullcopter began the game on its blue starting line it is not KO’d and can use IMMOBILE for the rest of the game instead.
Trivia: The Skullcopter was called Doomcopter on the New Adventures of He-Man cartoon and in European toy release. You could flap the jaw of the skull to reveal a cannon and it launched its propeller. Not sure why a Helicopter would ever release its propellor but it is space ready where a propellor would be trivial.
Invasion Force: At the beginning of the game you may generate a Batmek Pilot bystander that now Pilots Batmek regardless of being a non-standard character. When Batmek uses Pilot Attacks do not replace its range. Pilot Ability: Formation: Move actions given to Batmek do not count against your action total if they end the movement adjacent to a friendly character. Willpower, but only when adjacent to a friendly character. Pilot Ability: Paratroopers: Prerequisite: Pilot or Soldier keyword or named Batmek Pilot; Telekinesis, but only to place adjacent characters. Telekinesis as FREE but only to place a character carried by Batmek this turn. Ejector Seat: When this click is revealed you may place this character’s Pilot in a square within 4 squares and line of fire and give it an action token. That character can use Energy Shield/Deflection until your next turn. If you do, deal Batmek one unavoidable damage.
Passengers: 3 Horde Directive: Automated Batmek begins the game with one Parachute token for each 25 points of its point value. When Automated Batmek is given a move action you may remove a Parachute token and generate a Batmek Pilot in a square moved through. // UNIQUE MODIFIER: Friendly bystanders modify combat values except damage +1 when occupying a square closer to an opposing starting area than its own.
#10bst Batmek Pilot
Team: Police
Range: 4
Points: 0
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Skilled Operator: Batmek Pilot may be given POWER actions to become a Pilot. When Batmek Pilot is the Pilot of a Vehicle character with modify that character’s Defense +1.
#MG11 Battle Bird
Team: Team Player
Range: 5
Points: 60/40/20
Keywords: Galactic Guardians, Armor, Cosmic, Vehicle
Base Size: 2x2
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Passengers: 0 Spare Part Augmentation: When an opposing Vehicle character is KO’d instead of generating an object heal Battle Bird 3 clicks. This ability may be used to heal beyond its starting line. // Battle Bird’s range may not be replaced. Pilot Ability: Perched: Super Senses. When Battle Bird draws line of fire from the rim of elevated terrain opposing characters modify Defense -1. Pilot Ability: Talons: When Battle Bird moves choose a character whose square it moved through and place them in an adjacent square. If the Pilot has the Galactic Guardians keyword or is named He-Man give that character an action token if it’s opposing and remove an action token from it if it’s friendly. Pilot Ability: Cluster Bombs: Prerequisite: Galactic Guardians keyword. When Battle Bird moves, if no other character was moved or placed by it this turn choose a square moved through and use Quake as if Battle Bird occupied the chosen square. Damage from this attack is penetrating. Jump Off: When this click is revealed you may place this character’s Pilot in an adjacent square and give it an action token. If you do move that character up to half its speed value using Leap/Climb and for the rest of the game Battle Bird can use IMMOBILE and has instead of . Scanning Action Turbo Jet: Combat Reflexes, Toughness
Trivia: Similar to its counterpart the Skullcopter, Battle Bird had a handle with a trigger that opened and closed the claws, picking up characters or dropping its bombs. The most annoying thing about New Adventures of He-Man was the difference in size and resulting lack of compatibility. The Star Wars aesthetic was fine without the need to size them the same as the competing toy line imo. Maybe Revelation basically making this series non-canon wasn’t such a bad idea after all as they definitely look out of place when displayed with MOTU.
Tank Treads: Sidestep. When Terrorclaw makes an attack after resolutions move them 2 squares. Pilot Ability: Capture Claw: When Terrorclaw makes a close attack it has and instead of dealing damage you may place that character on this card [Max=1]. When Terrorclaw has a character on its card it has and POWER: If Terrorclaw occupies your starting area KO a character on this card and score 25 points. // When there is an opposing character on this card opposing characters can use ‘CLOSE or RANGE: Make an attack targeting Terrorclaw that deals no damage. If the attack is successful place a character from Terrorclaw’s card in a square adjacent to Terrorclaw and give that character an action token.’ When Terrorclaw is KO’d place any characters on this card in squares it last occupied. Protected: Pulse Wave. Pilot Ability: Excessive Use: Prerequisite: Evil Mutants keyword; At the beginning of your turn you may deal Terrorclaw one unavoidable damage and remove an action token from it. Endless Supply: When this power is revealed you may place this character’s Pilot in an adjacent square and give it an action token. If you do, KO Terrorclaw and generate another Terrorclaw in your starting area on its next starting line. If Terrorclaw began the game on its blue starting line it is not KO’d and can use IMMOBILE for the rest of the game instead.
Notes: This sculpt would have foldable legs and attachable claw.
Passengers: 2 Hidden Battering Ram: Basher begins the game linked with the Battering Ram Dial. At the beginning of your turn choose which dial Basher uses until your next turn. Pilot Ability: Don’t Let Them Escape You Idiot: Prerequisite: Evil Warriors keyword; Plasticity. Sidestep, but only if Basher begins or ends its movement adjacent to an opposing character. // When Basher attacks increase the damage dealt to characters with by 2. Pilot Ability: Beast Man’s Basher: Prerequisite: Beast Man; Basher may carry friendly characters regardless of Battle Fury. You Nincompoop!: When this click is revealed you may place this character’s Pilot in an adjacent square and give it an action token. If you do, that character uses Pulse Wave. Friendly characters hit by this attack are given an action token. Laser Cannons: Energy Explosion, Penetrating/Psychic Blast. When Basher uses Pilot Attacks do not replace its range value if that value would be lower.
Battering Ram Dial
Team: No Affiliation
Range: 0
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Now I’ve Got You! Hahahahaha!: Battle Fury You Imbecile!: When this click is revealed you may place this character’s Pilot in an adjacent square and give it an action token. If you do, that character uses Pulse Wave. Friendly characters hit by this attack are given an action token. Siege: Exploit Weakness. FREE: Destroy an adjacent Wall or square of Blocking terrain.
Notes: This sculpt would have removable front plate and attachable Battering Ram.
#MG14a Ice Raider
Team: Police
Range: 0
Points: 50/25
Keywords: Eternian Council, Heroic Warriors, Masters of the Universe, Vehicle
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Passengers: 3 Cold Weather Transport: Ice Raider and adjacent friendly characters can use Toughness and cannot be given action tokens by opposing game effects. Pilot Ability: Sleigh Bottom: Sidestep. When Ice Raider uses Sidestep it may move up to 4 squares instead if moving to a lower elevation or in a direct line. Pilot Ability: Randor’s Ice Raider: Prerequisite: Ruler keyword; Defend. When using Pilot Attacks if the Pilot is named King Randor replace Ice Raider’s defense value as well. Sliding Slam: When this click is revealed you may place this character’s Pilot in an adjacent square and give it an action token. If you do that character may place Ice Raider in a square within line of fire and a number of squares up to the damage just taken, KNOCKBACK each character adjacent to Ice Raider 4 squares and then KO it.
#MG14b Stolen Ice Raider
Team: Team Player
Range: 0
Points: 60/30
Keywords: Evil Warriors, Pirate, Vehicle
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Passengers: 3 Stolen Transport: Stolen Ice Raider and adjacent friendly characters cannot be given action tokens by opposing game effects. POWER actions to become this character’s Pilot are FREE instead. Pilot Ability: Wait Till I Get My Claws On It: Prerequisite: Evil Warriors keyword; Charge, but do not halve speed if moving in a direct line. Pilot Ability: The Ice Age Cometh: Force Blast. If the Pilot is named Icer when Stolen Ice Raider knocks back a character give it an action token. Sliding Crash: When this click is revealed you may place this character’s Pilot in an adjacent square and give it an action token. If you do that character may place Stolen Ice Raider in a square within line of fire and a number of squares up to the damage just taken, destroy all blocking terrain and terrain markers in squares adjacent to it and then KO Stolen Ice Raider.
#MG15 Laser Bolt
Team: Heroic Warriors
Range: 5
Points: 90/45
Keywords: Heroic Warriors, Masters of the Universe, Armor, Speedster, Vehicle
Base Size: 2x2
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Passengers: 0 Targeting:00> Pilot Ability: Heroic Road Rocket: At the beginning of your turn choose Energy Shield/Deflection or Sidestep. Laser Bolt can use the chosen power until your next turn. Auto Sentry: When this click is revealed you may place this character’s Pilot in an adjacent square and give it an action token. If you do for the rest of the game Laser Bolt can use IMMOBILE and Autonomous and can be given actions without a Pilot.
Note: this sculpt would be adjustable like above with attachable part to keep stability