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#MG27 Spitbull
Team: Heroic Warriors
Range: 0
Points: 80/60/40
Keywords: Masters of the Universe, Animal, Armor, Vehicle
Base Size: 2x2
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Movement: Blocking (Destroy) Pilot Ability: Sticky Green Goo: Energy Explosion, minimum range of 4. When Spitbull uses Energy Explosion hit targets can use IMMOBILE until your next turn. If the Pilot has the Masters of the Universe keyword or is named He-Man hit targets are also given an action token. Leaping Legs: Leap/Climb, Running Shot. If Spitbull moved at least half its speed value this turn Quake as FREE.
#MG28 Bubble Carriage
Team: Great Rebellion
Range: 0
Points: 40/30/20
Keywords: Princesses of Power, Armor, Vehicle
Base Size: 2x2
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Passengers: 2 Bubbles and Bridles: An extended base character (peanut) carrying Bubble Carriage has Passengers +2 and when they do Bubble Carriage may be still be given a non-free action this turn but cannot move. // At the end of your turn give up to two adjacent characters without Blades/Claws/Fangs a Bubble token. Bubble Magic: Friendly characters with a Bubble token can use Toughness. Opposing characters with a Bubble token must roll to break away as if they were adjacent to Bubble Carriage. // When a character with a Bubble token takes damage or becomes adjacent to a character with Blades/Claws/Fangs remove its Bubble tokens. Pilot Ability: Invince Bubble: When a friendly character would give another character a Bubble token you may give a number of characters adjacent to that character a Bubble token equal to the number of combat values of ‘0’ displayed on the Pilot’s current click. Increase the result +1 if the Pilot is named Joya or She-Ra. Floater: When an opposing character with a Bubble token is knocked back you may choose the direction.
::stares in I-had-no-inkling-there-were-He-Man-vehicles-let-alone-so-many-of-them::
Damn, again, I’m impressed by how meticulous and thorough you are. These have been interesting to see roll out.
The only vehicle from the series I’m familiar with is a white tank(?) with a red canopy whose treads are like solid ovals that revolve around circle tires.
EDIT: My memory does not serve me well. I think I’m misremembering the Attack Trak?
::stares in I-had-no-inkling-there-were-He-Man-vehicles-let-alone-so-many-of-them::
Damn, again, I’m impressed by how meticulous and thorough you are. These have been interesting to see roll out.
The only vehicle from the series I’m familiar with is a white tank(?) with a red canopy whose treads are like solid ovals that revolve around circle tires.
EDIT: My memory does not serve me well. I think I’m misremembering the Attack Trak?
Soooo many vehicles lol. Attak Trak (why they spell it that way idk) was blue in the cartoon but red for the toy line. It and the Windraider are the most iconic vehicles of the franchise so they both get Prime treatment to boot. Coincidentally the Attak Traks are up next
It is a bit overwhelming between original MOTU toy line, filmation cartoon, Princess of Power toy line, New Adventures cartoon and toy line, 200x series and toy line, unused concepts, and even a line of Hot Wheels (another Mattel property). They’re just so dang original I can’t help but take a crack at damn near every one of them. It should be no surprise considering the writers of the original cartoon included then unknowns Paul Dini, George RR Martin, and J Michael Straczynski.
It is more of a challenge making vehicles with my design style that refuses to allow for consecutive matching clicks (don’t know if anyone even notices besides me). It’s something I picked up from Dark_Knight and seldom break unless the consistency is the point of the design. It just feels lazy and each click really should ebb and flow to feel responsive to taking a hit. I wish WK held the same nuance but it’s a small group of people cranking out lots of plastic between HC and Pathfinder and DND minis so they get a lot more grace than I allow for myself.
Thanks for committing yourself to checking out this monstrous project. Close to 30 pages of dials is a lot to consume and you’re a rockstar for making it this far!
#MG29a Attak Trak
Team: Heroic Warriors
Range: 6
Points: 60/40/25
Keywords: Heroic Warriors, Masters of the Universe, Vehicle
Base Size: 2x4
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Passengers: 2 Flip-Track: When Attak Trak moves it ignores the effects of terrain markers and after resolutions remove any non-debris terrain markers moved through from the game. Pilot Ability: Side Mounted Laser Cannons: Super Senses, but only when targeted by range attacks. If the Pilot has the Heroic Warriors or Masters of the Universe keywords once per turn you may reroll the result. Attak Trak’s range cannot be replaced if the replacement value would be lower. Quadrotread: FREE: Move one square. This action may be given up to four times per turn.
#MG29b Automated Attak Trak
Team: Police
Range: 5
Points: 45/30/15
Keywords: Heroic Warriors, Masters of the Universe, Robot, Vehicle
Base Size: 2x4
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Passengers: 2 Unobstructed: When Automated Attak Trak moves it ignores the effects of terrain markers on movement and after resolutions remove any non-debris terrain markers moved through from the game. Location Transmission: FREE: Passengers: 0, Move. Attak Trak must end this movement adjacent to a friendly character.
#MG29pa Prime Attak Trak
Team: Team Player
Range: 6
Points: 50/25
Keywords: Fighting Foe Men, Heroic Warriors, Armor, Past, Pirate, Vehicle
Base Size: 2x4
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Movement: Elevated Battle Machine: Attak Trak’s range may not be replaced or modified. Pilot Ability: Covered: Super Senses, but only when targeted by range attacks. If the Pilot is named He-Man or Shield Maiden Sherylin increase the result +1. Toothgrinder: Charge, Sidestep, Movement: Blocking (Destroy)
#29pb Prime Shield Maiden
Real Name: Sherylin
Team: Team Player
Range: 6
Points: 85/35
Keywords: Evil Horde, Fighting Foe Men, Armor, Past, Pirate, Scientist, Vehicle
Base Size: 2x4
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Movement: Blocking (Destroy) Pilot: Fighting Foe Men, Shield Maiden Sherylin: When revealing your force you may choose a single based character on your Sideline named Shield Maiden Sherylin or with the Fighting Foe Men keyword and turn its dial to the click of your choice. Shield Maiden can use the standard attack and damage powers displayed on that character’s dial. When Shield Maiden is KO'd, before removing them from the map, generate the chosen character from your Sideline on its last non-KO click. This game that character can't be healed or replaced, and isn't scored when KO'd. Protected: Pulse Wave. Ferocious and Fearsome: Blades/Claws/Fangs. When Shield Maiden makes an attack that hits all targets opposing characters modify Attack -1 until your next turn. Mechanical War Suit: FREE: Until your next turn Shield Maiden halves Speed and has . Attak Trak Battle Suit: Energy Shield/Deflection, Super Senses, Toughness.
TRIVIA
Released in 1983 alongside the original toy line were two monogram models, Attak Trak and Talon Fighter. Biggest difference was the canopy and ‘mouth’ at the front end. Box art featured a female pilot dubbed Shieldmaiden by the fan base and later turned into Shield Maiden Sherylin of the Fighting Foe Men (antagonists of the prototype He-Man Vikor who will be featured heavily in the next set). Her action figure was later released in the Classics line including pieces of Attak Trak as her weapon accessories and a bio indicating she invented the Attak Trak, Roton, and the Talon Fighter to inspire fear in Eternia’s past. Imprisoned by Vikor, Hordak freed the Fighting Foe Men who fought for the Evil Horde in the Second Ultimate Battleground.
Soooo many vehicles lol. Attak Trak (why they spell it that way idk) was blue in the cartoon but red for the toy line. It and the Windraider are the most iconic vehicles of the franchise so they both get Prime treatment to boot. Coincidentally the Attak Traks are up next
It is a bit overwhelming between original MOTU toy line, filmation cartoon, Princess of Power toy line, New Adventures cartoon and toy line, 200x series and toy line, unused concepts, and even a line of Hot Wheels (another Mattel property). They’re just so dang original I can’t help but take a crack at damn near every one of them. It should be no surprise considering the writers of the original cartoon included then unknowns Paul Dini, George RR Martin, and J Michael Straczynski.
It is more of a challenge making vehicles with my design style that refuses to allow for consecutive matching clicks (don’t know if anyone even notices besides me). It’s something I picked up from Dark_Knight and seldom break unless the consistency is the point of the design. It just feels lazy and each click really should ebb and flow to feel responsive to taking a hit. I wish WK held the same nuance but it’s a small group of people cranking out lots of plastic between HC and Pathfinder and DND minis so they get a lot more grace than I allow for myself.
Thanks for committing yourself to checking out this monstrous project. Close to 30 pages of dials is a lot to consume and you’re a rockstar for making it this far!
I’ve gotta say, that commitment to stat changes is well-appreciated. I was pretty bummed when I saw WW80’s bland dial designs that were blocks of the same stuff over and over again, or how a few other sets from that era had long, unchanging dials. It’s flat, uninteresting design that doesn’t maximize all that Heroclix is capable of doing.
I’d always assumed that it was an attempt to make the game more accessible— to make it so (presumably) new players had less to remember during a game. I beat this drum all the time, but best solution to this problem would be to write out each ability on the character card so no memorization is required. I know PACs exist, but nobody I’ve ever taught enjoys passing them around the table or hunting through it for their ability.
Back to the point, I appreciate dials that tell stories with their stats and abilities, and all of your dials certainly do that. Kudos there, and then some for how expansive this thread is!
Movement: Blocking (Destroy) Scorpion Crawler: At the beginning of the game turn the Scorpion Crawler dial to its starting line. Once per turn Crawler may be given an action using the Scorpion Crawler dial at no cost. Opposing characters targeting Crawler may target the Scorpion Crawler dial instead. Protected: Pulse Wave Pilot Ability: Subdue These Rebels: Plasticity. If the Pilot has the Evil Horde team ability, Poison. If the Pilot is named Scorpia when Crawler uses Poison the damage is penetrating. Claws: Characters hit by Crawler can use IMMOBILE until your next turn as long as they are adjacent to Crawler.
#MG30b Scorpion Crawler
Team: Evil Horde
Range: 6
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Sleep Rays: Energy Explosion. When Scorpion Crawler uses Energy Explosion hit targets are given an action token instead of normal damage. Sting Lasers: Pulse Wave. When Scorpion Crawler uses Pulse Wave the range is 6 and only draw one line of fire in a single direct line instead.
Plundered Food of Pax: At the beginning of the game turn the Plunder dial to its starting line. When another friendly character with the Pirate keyword is given an action or attacked it may replace its displayed combat values and powers with those displayed on the Plunder dial. When a friendly character with the Pirate keyword picks up or equips an opposing terrain marker click the Plunder dial. When Pirate Ship is dealt damage from an attack heal the Plunder dial one click. Pilot Ability: Release the Hover Sleds: Other friendly characters with the Pirate keyword can use Flight and Sidestep. Pilot Ability: Booty: Support. At the beginning of your turn choose Empower or Enhancement. Pirate Ship can use the chosen power this turn. If the Pilot is named Stickyfingers it can use both. Rigged Rig: When this click is revealed you may place this character’s Pilot in an adjacent square. Pirate Ship may be given actions without a Pilot. When it does deal it one unavoidable damage.
#31p Plunder
Team: No Affiliation
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#MG31b Camouflaged Pirate Ship
Team: No Affiliation
Range: 0
Points: 50
Keywords: Cosmic, Pirate, Spy, Vehicle
Base Size: 3x6
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‘Friendly’ Merchant Vessel: Camouflaged Pirate Ship can use the team abilities of its Pilot that are not Uncopyable. Pilot Ability: Smuggled Goods: Prerequisite: Pirate keyword; Camouflaged Pirate Ship can pick up and hold any number of object terrain markers. Adjacent friendly characters can use ‘FREE: Choose an object held by Camouflaged Pirate Ship. This character now holds the object instead.’ Pilot Ability: Cover Blown: If Camouflaged Pirate Ship has taken damage since your last turn it can use Empower or Enhancement this turn. If the Pilot is named Space Pirate or Stickyfingers it can use both.
Passengers: 3 Movement: Blocking (Destroy) Rolling Treads: After Destructotank makes an attack it may move up to 2 squares. Pilot Ability: Long Range Artillery: POWER: Draw a direct line of fire in the direction of your choice. Destroy all blocking terrain within range along that line. Destructotank may be given this action without a Pilot. If it does deal it one unavoidable damage. Pilot Ability: Heavy Shelling: Prerequisite: Evil Horde or Soldier keywords; RANGE: Targeting: Characters, Elevated; Place a Heavy Shell blocking terrain marker in a square within range and line of fire. At the beginning of your next turn remove it from the game and deal each character occupying or adjacent to that marker 3 damage. Siege Fodder: Passengers: 0. 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 Destructotank in a direct path up to its speed value and then KO it. Armless: When Destructotank makes a close attack modify Attack and Damage -1.
Passengers: 3 Movement: Blocking (Destroy) Pilot: Hordak, Ruler: When revealing your force you may choose a single based character on your Sideline named Hordak or with the Ruler keyword and turn its dial to the click of your choice. Hordak’s Destructotank can use the standard attack and damage powers displayed on that character’s dial. When Hordak’s Destructotank is KO'd, before removing them from the map, generate the chosen character from your Sideline on its last non-KO click. This game that character can't be healed or replaced, and isn't scored when KO'd. Protected: Pulse Wave. A Show of Vanity: Hordak’s Destructotank cannot be chosen as the target of an attack that targets more than one character. If Hordak’s Destructotank has not been moved or placed this turn modify Range +2. A Show of Force: POWER: Draw a direct line of fire in the direction of your choice. Destroy all blocking terrain within range along that line. Conqueror’s Cannon: Energy Explosion. When Hordak’s Destuctotank makes a range attack opposing characters cannot use Defense powers.
Notes
This would come packaged with interchangeable sculpt. Orange line is for the Monstroids replacement character a couple pages back (check out the animation). Although appearing frequently in the She-Ra cartoon the Hotwheels subline shown above is their only physical representation as of this post.
#MG33a Unique Gyrattacker
Team: No Affiliation
Range: 4
Points: 90/70/50/30
Keywords: Heroic Warriors, Vehicle, Warrior
Base Size: 2x4
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Attack Module Launcher: Gyrattacker begins the game with the Attack Module attached. As long it is attached Flurry and when Gyrattacker makes a range attack hit targets are dealt full damage instead. When the Attack Modules is not attached Gyrattacker cannot make range attacks and can use Force Blast as FREE. All Revved Up: Once per game POWER: detach the Attack Module and place it in an adjacent square. The Attack Module uses the Attack Module dial this game. If Gyrattacker has moved at least half its speed value this turn this action is FREE instead. Rotar Accessible: Telekinesis as FREE, but only to place characters named Rotar or Twistoid. This action may be given without a Pilot. // Actions to become or remove this character’s Pilot are FREE if the Pilot’s name is Rotar or Twistoid.
Pilot: Rotar, Twistoid, Heroic Warriors: When Attack Module detaches from Gyrattacker choose a character from your Sideline named Rotar, Twistoid, or with the Heroic Warriors keyword and turn its dial to any click. Attack Module can use the team abilities and standard attack and damage powers displayed on the chosen character’s dial. Set To Spin: Friendly characters may target Attack Module with Force Blast. When they do prevent all damage from KNOCKBACK and Attack Module may make a close attack.
Notes
Gyrattacker was previewed in a Mattel catalog in 1987 but the toy line was canceled before production was completed. You could strap in any standard figure into the Attack Module which would spin as the vehicle was rolled across a flat surface. A quick trigger pull would launch either the Attack Module (with attachable guns) or the spinning Twistoid or Rotar figures like a top in a surprisingly controlled manner. Prototype and box art are all that exist and is one of the most sought after pieces in the entire franchise.
#MG34a Battle Bones
Real Name: Unrevealed
Team: Team Player
Range: 0
Points: 100/75/50/25
Keywords: Evil Warriors, Heroic Warriors, Animal, Monster, Mystical, Past, Vehicle, Warrior
Base Size: 2x4
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Passengers: 12 Brittle: Battle Bones may only move in a direct line and it’s base may occupy squares at different elevations. Granted a Voice: Regeneration. FREE: Choose up to two adjacent friendly characters. Battle Bones replaces its Attack and Damage values with the highest printed values of the chosen character(s). A Mouth Full: When placing terrain at the beginning of the game you may place any single base terrain markers on this card instead. When an adjacent friendly character moves it may pick up and hold a terrain marker from this card. Object terrain markers placed in a square occupied by Battle Bones are placed on this card instead.
Passengers: 12 Brittle: Battle Bones may only move in a direct line and it’s base may occupy squares at different elevations. Pilot Ability: Mystically Reanimated Combatosaur: Regeneration. Once per turn an adjacent friendly character may be given a POWER action to move Battle Bones up to its speed value. If the Pilot’s name is Skeletor, Mastermind. A Mouth Full: When placing terrain at the beginning of the game you may place any single base terrain markers on this card instead. When an adjacent friendly character moves it may pick up and hold a terrain marker from this card. Object terrain markers placed in a square occupied by Battle Bones are placed on this card instead.
Collected Life Force: At the beginning of the game turn the Colossor dial to its last non-KO click and generate a Colossor bystander in a square at the center of the map. It uses the Colossor dial this game and cannot be healed by other characters. // Steal Energy. When Collector uses Steal Energy heal the Colossor dial 1 click. Petrified Husks: Plasticity. When Collector KO’s an opposing character heal the Colossor dial 2 clicks and place a Blocking terrain marker in the square that character last occupied. Stone Slaves: FREE: choose a character in a KO area not yet chosen by this effect this game and turn it to its last non-KO click and place it in an adjacent square. It can use Invincible and no additional points are scored for that character this game. Protected: Pulse Wave. Capture Claws: When Collector makes a successful close attack you may place a hit character in an adjacent square.
#35b Unique Colossor
Team: Cosmic Energy
Range: 0
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Movement: Blocking (Destroy) Indifference: IMMUNE. Colossor cannot attack smaller characters unless he has taken damage since your last turn. Unstoppable: Colossor takes a maximum of one damage from attacks.
Passengers: 3 Pilot: Skeletor, Evil Warriors: When revealing your force you may choose a single based character on your Sideline named Skeletor or with the Evil Warriors keyword and turn its dial to the click of your choice. Skeletor can use the standard attack and damage powers displayed on that character’s dial. When Skeletor is KO'd, before removing them from the map, generate the chosen character from your Sideline on its last non-KO click. This game that character can't be healed or replaced, and isn't scored when KO'd. Protected: Pulse Wave. Overlord of Evil: FREE: Turn the character chosen by Skeletor’s Pilot trait to a different click. Sudden Reappearance: Hypersonic Speed, Plasticity, Shape Change
Movement: Blocking (Destroy) Targeting: Blocking (Destroy) Mobile Base and Carrier: Command Crawler may carry Multi-Base characters and it’s base may occupy squares at different elevations. Command Crawler may be given non-free actions without a Pilot. When it does it takes one unavoidable damage. Actions to become or remove this character’s Pilot are FREE if the Pilot’s name contains ‘Hordak’ Pilot Ability: Despot of Despondos: Prerequisite: Cosmic, Mystical, or Ruler keywords. Cosmic Energy team ability. Mastermind, but only to choose characters with as the hit target regardless of its combat symbols. When Command Crawler uses Mastermind the hit target cannot use defense powers unless this Pilot’s name contains ‘Hordak’. Pilot Ability: Subjugator of Etheria: Prerequisite: Evil Horde keyword; If Command Crawler has not been moved or placed this turn range +2. If the Pilot’s name is Hordak when Command Crawler destroys a square of blocking terrain deal one penetrating damage to each opposing character adjacent to that square. Heinous Getaway: STOP. When this click is revealed you may place this character’s Pilot in your starting area and give it an action token. Conqueror’s Cannons: Energy Explosion, Precision Strike
Mobile Command Carrier: Command Crawler is an IMMOBILE terrain marker. When it would be targeted with a Destroy action that character must make an attack roll targeting Command Crawler’s printed defense value. If the attack is successful deal damage to this dial equal to that character’s damage value -2 instead. When Command Crawler is KO’d place a debris marker in each square it last occupied. Despotic Deployment: At the beginning of your turn you may reduce your action total by 1 and either generate a Horde Trooper bystander [MAX=] or choose a character on your Sideline with the Evil Horde keyword and , place it in an adjacent square on its last non-KO click and generate a Horde Trooper that becomes that character’s Pilot. That character counts as a Horde Trooper for this ability, cannot be healed, and has a point value of 0 for all game effects. Invasion Force: If your force is an Evil Horde theme team or this marker is occupied by a character named Hordak, at the beginning of your turn you may place this marker in an adjacent square. (Characters occupying this terrain marker continue to occupy the same squares of this marker.)
3x6 Terrain: Elevated on outer rim, Center squares one elevation higher, 3 back squares are elevation change squares.
Movement: Blocking (Destroy) Targeting: Blocking (Destroy) Pilot: Evil Horde, Hordak, Horde Prime: When revealing your force you may choose a single based character on your Sideline named Hordak or Horde Prime or with the Evil Horde keyword and turn its dial to the click of your choice. Hordak can use the standard attack and damage powers displayed on that character’s dial. When Hordak is KO'd, before removing them from the map, generate the chosen character from your Sideline on its last non-KO click. This game that character can't be healed or replaced, and isn't scored when KO'd. Protected: Pulse Wave Despot of Destruction: Sidestep. Safeguard: Outwit. FREE: Turn the character chosen by Hordak’s Pilot trait to a different click. Rebellion Crushing Cannons: Energy Explosion, Penetrating Psychic Blast. If Hordak has not been moved or placed this turn or has been attacked since your last turn modify Range +2.
#MG37a Wind Raider
Team: Heroic Warriors
Range: 4
Points: 80/50/30/15
Keywords: Heroic Warriors, Masters of the Universe, Vehicle, Warrior
Base Size: 2x4
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Passengers: 4 Superintelligent Copilot: Wind Raider may be given Move actions without a Pilot Room For Battle Cat: Wind Raider can carry extended (peanut) base characters. When it does the chosen passenger must be placed so that both squares of its base are adjacent to Wind Raider. Primary Transportation: When using Pilot attacks Wind Raider may still use its printed attack and damage powers. If the Pilot has the Heroic Warriors or Masters of the Universe keywords when Wind Raider uses Pilot Attack to choose a power it may choose any standard attack or damage power the Pilot can use instead.
#37b Wind Raider
Team: Heroic Warriors
Range: 5
Points: 75/40
Keywords: Heroic Warriors, Masters of the Universe, Scientist, Vehicle
Base Size: 2x4
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Pilot: Man-At-Arms, He-Man, Heroic Warriors: When revealing your force you may choose a single based character on your Sideline named He-Man or Man-At- Arms or with the Heroic Warriors keyword and turn its dial to the click of your choice. Wind Raider can use the standard attack and damage powers displayed on that character’s dial. When Wind Raider is KO'd, before removing them from the map, generate the chosen character from your Sideline on its last non-KO click. This game that character can't be healed or replaced, and isn't scored when KO'd. Protected: Pulse Wave Grapple Hook and Wench: When Wind Raider targets a single character with an attack you may may either place a hit target in an adjacent square or place Wind Raider in a square adjacent to a hit target. Green & Orange Assault Lander: Energy Shield/Deflection, Toughness
TRIVIA
The most iconic vehicle in the line racking up more appearances across all media than any other. The cartoon version looked the same as the toy but held 4-5 passengers instead of just the one but the grappling hook featured in the mini-comic and the toy remain exclusive to that appearance. In that comic it’s Man-At-Arms’ personal aircraft although He-Man was on the box art accompanying said comic. I’m rather excited about the new vehicle format we are getting in Wheels of Vengeance but I kinda already ran with the classic method by the time the mechanic was previewed. Good thing 2x4 bases have two dials so we get both!