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#MG16 Blaster Hawk (Sky Jet)
Team: Heroic Warriors
Range: 5
Points: 85/55
Keywords: Heroic Warriors, Masters of the Universe, Armor, Cosmic, Vehicle
Base Size: 2x4
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Heroic Land & Sky Disc Launcher: Blaster Hawk (Sky Jet) begins the game with Blaster Hawk (MLP) attached. As long as it is attached Blaster Hawk (Sky Jet) can use Earthbound/Neutralized and Sidestep, replaces its Speed value with Blaster Hawk (MLP) dial’s printed value, and lines of fire drawn to and from squares occupied by this character are considered to occupy the rim of elevated terrain. // While Blaster Hawk (MLP) is attached it uses its Mobile Launch Platform trait even though it’s not on the map. Pilot Ability: Quick Loading Radar Cap: RANGE: Place a Ricochet Disc terrain marker in an adjacent square then move that marker 10 squares in a direct path, changing direction each time it becomes adjacent to a square of Blocking terrain, then make a range attack targeting all opposing characters that marker moved through regardless of range or line of fire then remove it from the game. Hit targets are dealt 3 damage. If the Pilot shares a keyword with Blaster Hawk (Sky Jet) this action may be given as FREE but only characters with may be targeted. Pilot Ability: Launch : Once per game when Blaster Hawk (Sky Jet) moves at least 4 squares you may detach Blaster Hawk (MLP) and place it in the squares it occupied at the beginning of the movement. It uses the Blaster Hawk (MLP) dial for the rest of the game. If you do Blaster Hawk (Sky Jet) can use Passengers: 0 for the rest of the game. If the Pilot is named He-Man, Willpower.
#MG16b Blaster Hawk (MLP)
Team: No Affiliation
Range: 0
Points: 0
Base Size: 2x4
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Movement: Characters Tank Treads: Sidestep. Passengers: 6 Mobile Launch Platform: Invincible. When Blaster Hawk (MLP) is attached and Blaster Hawk (Sky Sled) would be dealt damage you may choose to have that damage dealt to this dial instead. Try Not To Fall Off: If Blaster Hawk (MLP) has been detached when it takes damage KNOCKBACK an adjacent friendly character 1 square. Now or Never: Sidestep. When this click is revealed, if Blaster Hawk (MLP) is attached place Blaster Hawk (Sky Jet) in squares within 6 squares and detach Blaster Hawk (MLP) and place it in the squares Blaster Hawk (Sky Jet) just occupied. Divert Their Attention: Adjacent friendly characters can use Mastermind but only to choose this character as the hit target. Protecetd: Outwit.
Notes: Going with the two for one as seen with Battle Ram although once detached it’s basically just a mobile platform so why not make it a taxi. Sacrificing the high speed in favor of a giant size like power that coalesces with the EB/N has its uses but could also be a boon when facing lots of range attackers. More than likely will detach quickly for the alpha strike while the MLP carries the pit crew
#MG17 Bashasaurus
Team: No Affiliation
Range: 0
Points: 90/60/30
Keywords: Evil Warriors, Heroic Warriors, Masters of the Universe, Armor, Brute, Vehicle
Base Size: 2x2
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Mechanical Ram Arm: Super Strength. Bashasaurus may pick up and hold terrain markers and be given terrain actions regardless of being a Vehicle character. FREE: Destroy an adjacent square of blocking terrain or make a close attack targeting an opposing character with Pilot Ability: Bash ‘Em: When Bashasaurus would KNOCKBACK an opposing character give it an action token instead. If the Pilot shares a keyword with Bashasaurus a hit character can use IMMOBILE until your next turn. Bionotops Face Plate: Energy Shield/Deflection, Toughness
#MG18 Astrosub
Team: Team Player
Range: 5
Points: 75/50/25
Keywords: Galactic Guardians, Cosmic, Vehicle
Base Size: 2x2
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Pilot Ability: Space and Sea: At the beginning of your turn you may choose one to last until you choose again: and Energy Shield/Deflection -or- and Combat Reflexes. Ejector Seat: 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, Astrosub may immediately use Quake then remove it from the game. (Points are scored normally)
Evil Dragonfly Attack Vehicle: At the beginning of the game turn the Pincers dial to its starting line. When Fright Fighter uses Pilot Attacks both dials are effected this turn. The Pincers dial may not be healed, be given tokens or targeted by attacks with more than one target. A character targeting Fright Fighter may instead target the Pincers dial. Protected: Pulse Wave Pilot Ability: Trigger Flap : Plasticity. Targeting: Characters. If Fright Fighter has made an attack with the Pincers dial this turn FREE: Make a range attack targeting a non-adjacent character. Pilot Ability: Terror of Two Worlds: Prerequisite: Keyword shared with Fright Fighter; Perplex, but only to decrease combat values. If the Pilot is named Dragstor or Skeletor the chosen combat value is modified by -2 instead. When Fright Fighter uses Pilot Attacks it may choose a team ability of the Pilot to use instead of a power.
#MG19b Pincers Dial
Team: No Affiliation
Range: 0
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Simple Controls: The Pincers dial cannot make range attacks or have its damage value replaced. If Fright Fighter has made a range attack this turn FREE: Make a close attack. Pilot Ability: Pincer Snap: When Pincers hits a single opposing character give it a Clamp token, removing it from anywhere else. Adjacent characters with a Clamp token cannot make range attacks and when Fright Fighter ends its movement place a character with a Clamp token in an adjacent square. Remove the Clamp token when a turn ends and that character is no longer adjacent to Fright Fighter.
Passengers: 4 Submerged: Bathysphere cannot attack or be attacked by characters occupying a square at a higher elevation. Pilot Ability: Depth Charges: Quake. When Bathysphere uses Quake you may choose a square within range and make the attack as if occupying the chosen square. Pilot Ability: Deploy the Mechanical Sea Monsters: Prerequisite: or the Pirate keyword; FREE: Generate a Mechanical Sea Monster [MAX:4]. If the Pilot is named Mer-Man generate 2 instead. // Friendly Mechanical Sea Monsters have the combat values and can use the powers displayed on the Sea Monster dial. At the beginning of your turn or when a friendly Sea Monster is KO’d turn the Sea Monster dial to the click of your choice. Sea Wreck Salavager: When an opposing character occupying Water terrain or with is KO’d heal Bathysphere 2 clicks.
#20b Sea Monster Dial
Team: No Affiliation
Range: 0
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#Bst Mechanical Sea Monster
Team: No Affiliation
Range: 0
#MG21 Unique Monstroid
Real Name: Monstroid
Team: Cosmic Energy
Range: 0
Points: 200/125/50
Keywords: Evil Horde, Monster, Robot
Base Size: 2x2
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Burrow Below: Phasing/Teleport. Monstroid cannot be targeted by characters occupying a square at a higher elevation. Spinning and Grabbing: Flurry. When Monstroid uses Flurry and targets different characters with each attack after resolutions Quake at no cost. Characters already targeted by Monstroid this turn are not knocked back. Seemingly Unstoppable: Energy Shield/Deflection, Invincible. Monstroid takes a maximum of one damage from attacks.
#MG21 Unique Monstroid
Real Name: Monstroid
Team: Cosmic Energy
Range: 0
Points: 200/125/50
Keywords: Evil Horde, Monster, Robot
Base Size: 2x2
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Burrow Below: Phasing/Teleport. Monstroid cannot be targeted by characters occupying a square at a higher elevation. Spinning and Grabbing: Flurry. When Monstroid uses Flurry and targets different characters with each attack after resolutions Quake at no cost. Characters already targeted by Monstroid this turn are not knocked back. Seemingly Unstoppable: Energy Shield/Deflection, Invincible. Monstroid takes a maximum of one damage from attacks.
My age is showing as I remember this artwork as a kid. It's Iconic to me.
Evil Stalker: Spydor ignores the effects of opposing terrain markers for movement. Friendly characters within 2 squares may be given a POWER action to become this character’s Pilot. Pilot Ability: Capture Pincers: When Spydor targets a single character of smaller size with a close attack you may choose that the attack deals no damage. If you do place that character on this card. When an opposing character is on this card Spydor cannot make close attacks and can use POWER: If Spydor occupies your starting area KO an opposing 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 Spydor that deals no damage. If successful place a character on this card in a square adjacent to Spydor and give it an action token. // When Spydor is KO’d place any opposing characters from this card into a square Spydor last occupied and give it an action token. Pilot Ability: Command From Above: Prerequisite: Skeletor; When using Pilot Attacks Spydor can still use its printed powers.
Horde Invasion: Charge. When Spydor uses Charge do not halve it’s speed if it targets an opposing character occupying a square closer to its starting area than your own. Paralytic Pincers: Characters hit by Spydor are given an action token and can use IMMOBILE until your next turn. One Appendage At A Time: Spydor takes a maximum of one damage from attacks and cannot be healed.
My age is showing as I remember this artwork as a kid. It's Iconic to me.
Left is the actual box art and right is an MOTU Magazine Cover. I never had the toy but one of my cousins did so I had to bring a backpack full of figures every time I came to visit. I was a few years younger so most of my collection were later releases or hand me downs but my mom thought Monstroid was a little too destructive for my play style and wouldn’t let me take it home.
Left is the actual box art and right is an MOTU Magazine Cover. I never had the toy but one of my cousins did so I had to bring a backpack full of figures every time I came to visit. I was a few years younger so most of my collection were later releases or hand me downs but my mom thought Monstroid was a little too destructive for my play style and wouldn’t let me take it home.
Pretty sure I didn't have the figure but I know I had that magazine.
Movement: Blocking (Destroy) Voice Controlled: Friendly characters that share a keyword with a Rattle Trap can use POWER: If Rattle Trap has no Pilot give it a MOVE action as FREE. Climb Aboard: FREE: Give Rattle Trap a Rear Up token or remove its Rear Up token. While Rattle Trap has a Rear Up token it has , halves it’s speed value, cannot make close attacks, and adjacent friendly characters can use Movement: Elevated. When Rattle Trap does not have a Rear Up token and is given a non-free action destroy all terrain markers within 4 squares before or after that action resolves. This action may be given without a Pilot. Pilot Ability: Slithering Spy: Friendly characters using Outwit, Perplex, or Probability Control may count squares and draw line for fire from a square occupied by Rattle Trap. Jump Off: When this power 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. If you do Rattle Trap cannot make attacks for the rest of the game.
Trivia: Rattle Trap was an unreleased Filmation concept appearing in the aforementioned MOtU Magazine. Snake Men coming at the tail end of the toy line meant fewer (if any) vehicle options. Tyrantasaurus being the main one.
#MG24a Battle Hawk
Team: Heroic Warriors
Range: 5
Points: 65/35
Keywords: Eternian Council, Masters of the Universe, Animal, Spy, Vehicle
Base Size: 2x2
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“Auto”: Battle Hawk may be given actions without a Pilot. If that action included an attack deal it one unavoidable damage. Pilot Ability: Hidden Cannon: +1 When Blaster Hawk makes an attack roll it rolls an additional d6 for each target beyond the first and chooses two for the result.
Spacewalk Tether: When Valiant uses Carry the chosen character may be within 4 squares instead of adjacent. Pilot Ability: What World Is This?: Prerequisite: Shares a Keyword with Valiant; When Valiant moves and actions resolve you may choose a square it moved through and place its Pilot in the chosen square and give it an action token unless its name contains ‘Marlena’ or ‘Glenn’ Crash Landing: Charge. When Valiant uses Charge it uses Quake and the damage dealt is equal to amount of squares moved instead. If you do, Valiant can use Force Blast and IMMOBILE for the rest of the game.
#MG25b Rainbow Explorer
Real Name: Space Probe Valiant
Team: Heroic Warriors
Range: 0
Points: 45/25
Keywords: Eternian Council, Heroic Warriors, Cosmic, Detective, Ruler, Scientist, Soldier
Base Size: 2x4
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Eternian Refit By Man-At-Arms : Rainbow Explorer may be given move actions without a Pilot. Pilot Ability: Explore My New Home: Prerequisite: Name contains ‘Marlena’ or ‘Glenn;’ Rainbow Explorer modifies Defense +1 for each type of printed terrain besides clear terrain in squares adjacent to or occupied by its base. (Blocking, Elevated, Hindering, Special) Pilot Ability: Specimen Analyzer: Prerequisite: Shares a keyword with Rainbow Explorer; FREE: Remove an adjacent terrain marker and choose a standard power from this dial. Rainbow Explorer can use that power until this action is given again and until your next turn opposing characters adjacent to the same type of terrain marker modify Defense -1. Fit For A Queen: STOP. Rainbow Explorer can use IMMUNE if it has a Pilot and is adjacent to a friendly character.
Notes: While technically the same ship I decided to do separate dials for how Marlena used it as an Earthling and then later as an Eternian immigrant and royal consort. There were no weapons so this vehicle fills an exclusive exploratory and supportive role (minus the crash). Having IMMUNE is bonkers but Marlena dials don’t bring a lot of combat potential to the value and power swapping mechanic of vehicles and pilots more easily abusive of the mechanic get locked out of speed and defense powers. There are worse things your opponent can do with 25 points but Pulse Wave solves everything so likely not as scary in practice as on paper.
Ejector Seats: FREE: Once per game generate a Major Andrea Steele token in a square within 6 squares or a square Earth Ship moved through this turn. That token is a friendly character that uses the Major Andrea Steele dial this game. // When Earth Ship is KO’d generate a Colonel Mark Blaze token in a square adjacent to the square Earth Ship last occupied and turn this dial to click 11 (Earth Ship is still considered KO’d). That token is a friendly character that uses this dial for the rest of the game. We’re Gonna Crash!: STOP. When Earth Ship is given an action it is KO’d.
#25bt Prime Major Andrea Steele
Team: Police
Range: 0
Points: 0
Cannon Fodder: Terrordactyl can be chosen as the hit character for friendly characters using Mastermind. If Terrordactyl has taken damage since your last turn it cannot be healed. Pilot Ability: Missile Barrage: Targeting: Blocking (Destroy), Elevated.