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#MG37p Prime Webstor
Real Name: Araneus
Team: Team Player
Range: 4
Points: 60/45
Keywords: Council of Evil, Evil Warriors, Monster, Pirate, Scientist, Vehicle, Warrior
Base Size: 2x4
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Passengers: 4 Pilot: Webstor, Evil Warriors: When revealing your force you may choose a single based character on your Sideline named Webstor or with the Evil Warriors keyword and turn its dial to the click of your choice. Webstor can use the standard powers displayed on that character’s dial. When Webstor 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 Mechanical Spider Legs: Flurry. When an adjacent character moves after resolutions you may place Webstor adjacent to that character. Master of Traps: Characters hit by Webstor are given an action token and can use Earthbound/Neutralized until your next turn. Adjacent opposing characters cannot remove action tokens except when clearing.
#37pb Prime Pirated Wind Raider
Team: Team Player
Range: 5
Points: 25
Keywords: Evil Warriors, Pirate, Vehicle
Base Size: 2x4
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Passengers: 4 Holographic Duplicate: Shape Change. When this character doesn’t have a Pilot and uses Shape Change increase the result +2. Stolen Manifest: When Pirated Wind Raider uses Team Player it may choose a team ability of an opposing character that is not Uncopyable instead. From Under Their Noses: SIDELINE ACTIVE: Give a character on your force occupying an opposing starting area a POWER action to place Pirated Wind Raider from your Sideline on its orange starting line in an adjacent square. // Actions to become this character’s Pilot are FREE. Rigged for Recovery: STOP. When this click is revealed you may place this character’s Pilot in a square within range and give it an action token. When Pirated Wind Raider is given a non-free action and actions resolve it is KO’d.
#38a Unique Solar Sailor
Team: Team Player
Range: 0
Points: 75/50/25
Keywords: Evil Horde, Great Rebellion, Heroic Warriors, Princesses of Power, Pirate, Vehicle
Base Size: 3x6
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Passengers: 8 Solar Sails: Solar Sailor’s base may occupy squares of different elevations. If Solar Sailor occupies a square of Elevated or Water it can use Regeneration and can be given actions without a Pilot. If a friendly character named Sea Hawk is within line of fire or Pilots this character Solar Sailor can use Autonomous. Pilot Ability: Piracy: Once per turn choose an adjacent opposing character. This turn when Solar Sailor uses Pilot Attacks it may choose combat values and standard powers of the chosen character instead. Pilot Ability: Broadside: When Solar Sailor moves in a direct line it may use Quake, but only to target characters with , , or Emergency Gravboats: When this click is revealed Solar Sailor may immediately use Telekinesis to place each adjacent friendly character.
#38b Unique The Falcon
Team: Police
Range: 0
Points: 45
Keywords: Great Rebellion, Pirate, Vehicle
Base Size: 3x6
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Passengers: 8 Solar Clipper Rechristening: The first time The Falcon would be KO’d return it to its starting line and for the rest of the game it can use and Regeneration. Captain Falcon: Leadership. Friendly characters that are adjacent or with deal penetrating damage to characters with the Vehicle keyword.
#38c Unique Sea Hawk
Real Name: Jeoff Blithe
Team: Team Player
Range: 0
Points: 90/60/30
Keywords: Evil Horde, Great Rebellion, Pirate, Vehicle
Base Size: 3x6
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Pilot: Sea Hawk, Pirate: When revealing your force you may choose a single based character on your Sideline named Sea Hawk or with the Pirate keyword and turn its dial to the click of your choice. Sea Hawk can use the attack and damage powers displayed on that character’s dial. When Sea Hawk 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 Stolen Hearts Are Just The Beginning: Steal Energy. Characters hit by Sea Hawk cannot target him with attacks until your next turn. I Prefer The Term Privateer: , Plasticity, Stealth. Sea Hawk can carry any number of adjacent characters that share a keyword with him.
TRIVIA
Sea Hawk was created as a love interest for Adora/She-Ra in the cartoon since the only male from its toy line was Bow, who was depicted as in a relationship with Glimmer in most cartoon appearances. A swashbuckling pirate, his initial appearance parallels Adora wherein he worked for Hordak until convinced to fight for the Rebels. His ship’s sails doubled as solar panels and granted the boat flight. During a later appearance we find out he joined the Horde to search the seas for his shipwrecked father Cap. Falcon. To save on costs they used the same cells of the Solar Sailor for the Falcon when it became the Solar Clipper although it didn’t have the high tech of the bridge and gravboats because it was essentially just an 18th century flying schooner. A pirate ship is high on my lists of wants of generic vehicles we need in the game and I get the opportunity to make several here. (Ambulances, Police Helicopters, and Taxis are high on that list as well)
Royal Charter: Adjacent friendly characters increase the result of Leadership rolls +1. Pilot Ability: Excavation and Exploration: FREE: Remove an adjacent terrain marker from the game. Fairwind modifies Defense +1 for each type of printed non-clear terrain in adjacent squares. Captain Falk: Adjacent characters with the Eternian Council keyword can use Safeguard: Outwit. When Fairwind is adjacent to a character with the Ruler keyword it may be given actions without a Pilot. When it does deal it one unavoidable damage. Ancient Mirror of Avathar: STOP. Mind Control. When this click is revealed the attacking character is dealt damage equal to its printed damage value. Museum Collector: Steal Energy. Increase the amount healed +1 if the target was equipped.
Ghost Ship: Tradewind may occupy squares at different elevations and may occupy squares of blocking terrain. Any squares of blocking terrain occupied by Tradewind are considered clear terrain. FREE: Choose a character in a KO area and turn its dial to any click. Tradewind can use the printed standard Attack and Damage powers on the chosen character’s dial until your next turn. Graveyard of the Greedy: When Tradewind attacks hit characters are dealt their printed damage value instead of normal damage. Sunken Ship: When Tradewind is KO’d it remains on the map and becomes a terrain marker named Sunken Ship. (Points are scored normally)
#38tm Prime Shipwreck
Team: No Affiliation
Range: 0
Points: 5
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Sacred Statue of The She-Wolf Agnar: IMMOBILE, INDESTRUCTIBLE. At the beginning of the game or when this terrain is placed each player places all objects (including equipped objects) on their force on this card. A character occupying this terrain may pick up and hold an object from this card. Deep Sea Salvage: At the end of each player’s turn after clearing action tokens give any characters on their force occupying this terrain without an action token. Looted Booty: The orange bordered square on Shipwreck is Treasure Chest. Treasure Chest is blocking terrain that cannot be destroyed. Once per game a character adjacent to Treasure Chest may roll a d6 and turn the Shipwreck dial to the click number matching the result. That character can use the powers displayed on that click for the rest of the game.
Terrain Description: 3x6 all squares are Water terrain except the Treasure square in the center and a mast poking out that is clear terrain.
TRIVIA
Fairwind was the vessel Melaktha (the Royal archeologist) used to explore Eternia’s forgotten history. Captain Falk, its captain, was too respectful of royalty to address Adam by name even at his request. The Season 2 episode The Ancient Mirror of Avathor featured their voyage to a ruined isle and discovery of the artifact and namesake. Basically a television of a real history channel the symmetry in the dial is reflective of that episode pun intended.
Tradewind appeared in the comics as a legendary shipwreck that many an explorer perished seeking to find. Come to find out it was Skeletor casting illusions to scare away others while he looted the place for the Statue. Taking all the objects signifies a ship graveyard full of wonderful treasures with an impetus to take the battle and shift it to a heist. 3x6 bases placed 5 squares from any starting area make it a legitimately competitive race for either side on the current 16x16 maps. Whoever gets there first nabs the chest but without a scuba suit they may not ‘surface’ in time before getting blown out of the water. If there was any other equipment worth the effort you’ve likely brought a swimmer to grab it first but it had to be impactful enough to warrant the Prime spot being used for terrain rather than a character in that very competitive PRIME slot.
Passengers: 2 Conqueror’s Cruiser: Safeguard: Outwit. Shape Change. When Annihilator uses Shape Change if it’s Pilot’s name contains ‘Hordak’ increase the result +1. Pilot Ability: Blast Power: Before Annihilator moves deal 1 damage to each adjacent opposing character. If the Pilot has the Evil Horde keyword this damage is penetrating. Pilot Ability: Woeful Wench: Annihilator increases its damage dealt to characters +1 for each that the target possesses: , Defend, Leadership. Characters hit by Annihilator can only move into squares that are closer to Annihilator until your next turn. Snort Snort: If this character’s Pilot’s name contains ‘Hordak’, STOP. When this click is revealed you may place this character’s Pilot in your starting area. If you do for the rest of the game Annihilator can use AUTONOMOUS and IMMOBILE and has instead of .. At the end of your turn, if no friendly character is adjacent to Annihilator it is KO’d.
#39b Unique Hordak
Real Name: Hek’tor Tur
Team: Cosmic Energy,Evil Horde,Mystics
Range: 6
Points: 125/90
Keywords: Evil Horde, Cosmic, Mystical, Robot, Ruler, Vehicle, Warrior
Base Size: 2x4
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Pilot: Hordak, Evil Horde: When revealing your force you may choose a single based character on your Sideline named Hordak 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 Technomorph: FREE: Turn the character’s dial chosen by Hordak’s Pilot trait to any click. Squash This Rebellion: Leadership, Mastermind, Shape Change Twin Cannons: When Hordak makes a range attack each hit target is dealt Hordak’s damage value instead.
#MG40a Stratocoach
Team: Police
Range: 5
Points: 60/45/30/15
Keywords: New Texas, Space Marshals, Cosmic, Police, Vehicle
Base Size: 2x4
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Passengers: 4 Molly: Once per turn a non-adjacent friendly character within Stratocoach’s speed value may be given an action token to move Stratocoach up to its speed value but Stratocoach must end its movement adjacent to that character. Kerium Chest: Stratocoach may pick up objects but may not be given Terrain Actions. When Stratocoach moves place any objects it is holding in a square it occupies. Hope You’re Good With A Blaster: Sidestep. When Stratocoach uses Sidestep a carried character may make a range attack. Cut the Reins: When this click is revealed generate a Mechanical Steed in an adjacent square. Stratocoach can only move in a direct path. When Stratocoach moves it’s full speed value CLOSE as FREE.
#40b Chartered Stratocoach
Team: Police
Range: 5
Points: 50/25
Keywords: New Texas, Space Marshals, Police, Vehicle
Base Size: 2x4
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Passengers: 4 Pilot: Marshal For Hire: Chartered Stratocoach does not count for or against theme teams. When revealing your force you may choose a single based character on your Sideline with the Police keyword and turn its dial to the click of your choice. Chartered Stratocoach can use the standard attack and damage powers displayed on that character’s dial. When Stratocoach is KO'd, before removing it 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 Bandit Bustin’: FREE: Make an attack with an adjacent friendly character. Unless Chartered Stratocoach has been attacked since your last turn deal that character 1 unavoidable damage.
#40bt Mechanical Steed
Team: No Affiliation
Range: 0
Points: 0
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TRIVIA
BraveStarr was another toy driven cartoon by Mattel and Filmation. The toys were somewhat compatible and the voice cast and character designs were very reminiscent of MOTU and POP series. Basically a space western I see no reason not to include the IP under the Mattel Masterverse banner recently introduced by the toy company. They used slots from that line to give us the knock off characters produced in Mexico and South America (Sun-Man, Plasmar, etc.) that used to show up in dollar stores in the 80s. I’ll fill out the cast (Vipra is already in this set) in the Filmation based Secret of the Sword set but since no vehicles are planned for that one needed to include it here.
I watched the Bravestar movie a few years ago, knowing nothing about the franchise going into it, and I had a goddamn blast. Easily my favorite animated movie based on an action figure line. Already excited to rewatch it, hopefully in the near future.
I watched the Bravestar movie a few years ago, knowing nothing about the franchise going into it, and I had a goddamn blast. Easily my favorite animated movie based on an action figure line. Already excited to rewatch it, hopefully in the near future.
Lol still haven't seen the series.
Filmation made a lot of bangers. Spitting out 200 episodes a season for syndication is unheard of nowadays. Sure they reused assets to pull it off but narratively speaking that’s a metric ton of content.
Unfortunately the IP didn’t last long but the market had been flooded by that point. The Mandalorian took a lot of beats from the show and with the success of Barbie I wouldn’t be surprised if Mattel has plans for this in the pipe.
I had most of the toys as a kid but man did my Stratocoach get the love. And here I thought I was the only one with a fond recollection of BraveStarr. Thanks for making me feel vindicated bringing it back lol
#041 Unique Hannibal
Real Name: Hannibal Barca
Team: No Affiliation
Range: 0
Points: 85/40
Keywords: Monteeg’s Minions, Animal, Past, Ruler, Soldier, Warrior
Base Size: 2x4
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Movement: Blocking (Destroy) Powerful Roar: At the beginning of your turn roll a d6 for each opposing character within line of fire: 5-6) Give that character an action token. Rampaging Elephant: KNOCKBACK. MOVE: Move Hannibal up to his speed value in a direct path then make a close attack targeting each opposing character moved through. Hit targets are dealt Hannibal’s printed damage. Herk: Blades/Claws/Fangs, Flurry.
#41b Unique Herk
Real Name: Herk
Team: No Affiliation
Range: 0
Points: 60/35
Keywords: Monteeg’s Minions, Animal, Past, Vehicle, Warrior
Base Size: 2x4
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Movement: Blocking (Destroy) Loyal Companion: Herk may be given actions without a Pilot. If that action included an attack Herk takes one unavoidable damage. Pilot Ability: Rampage: MOVE: Move Hannibal up to his speed value in a direct path then make a close attack targeting each opposing character moved through. Hit targets are dealt Hannibal’s printed damage. Pilot Ability: Tusks: FREE: Make a close attack using Blades/Claws/Fangs with no minimum value.
TRIVIA
In the episode Castle of Heroes we meet Monteeg, a powerful diminutive sorcerer even feared by Skeletor, that captures characters throughout time and enslaves them to his will. The primary slaves encountered in the episode were Hannibal, his war elephant Herk, and Blackbeard the legendary pirate (far right in the image above). The author of the episode was horrified once the art was completed since the historical characters he spotlighted looked far from historical in their appearances. Regardless of the asymmetry in design to execution this episode features He-Man and Battle Cat vs Hannibal on an Elephant, one of the most iconic scenes from the entire series.
#MG42 Land Shark
Team: Evil Warriors
Range: 5
Points: 80/60/40/20
Keywords: Evil Warriors, Animal, Armor, Monster, Vehicle
Base Size: 2x4
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Passengers: 1 Movement: Blocking (Destroy) Targeting:00> Terrifying Teethgnasher: When an action resolves and Land Shark destroys 1+ squares of blocking terrain heal it 1 click. If it’s Pilot has the Evil Warriors keyword this ability may be used to heal beyond its starting line. Pilot Ability: Terror Treads: Sidestep. When Land Shark uses Sidestep, if it has made a close attack this turn it may make a range attack. Characters hit by this attack take a maximum of 1 damage. Pilot Ability: Snapping Jaws: Blades/Claws/Fangs. When Land Shark uses Blades/Claws/Fangs the minimum result is its printed damage value.
#42b Sentient Land Shark
Real Name: Land Shark
Team: Evil Warriors
Range: 4
Points: 70/35
Keywords: Evil Warriors, Animal, Armor, Monster, Robot, Vehicle
Base Size: 2x4
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Passengers: 1 Movement: Blocking (Destroy) Targeting:00> Intervehicle Communication: Mind Control as FREE but only to target characters with or the Vehicle keyword. Terror Treads: Running Shot. When Sentient Land Shark moves if it destroys at least 1 square of terrain heal it 1 click after actions resolve. Orange Teeth: Toughness. Sentient Land Shark reduces penetrating damage.
TRIVIA
One of the most iconic vehicles in the line, in the Filmation series it appears to have a conversation when left alone with Attak Trak. Likely a nod to their heaviest competitor, the Star Wars line by Kenner, this one off moment was recently given brevity by the season 1 finale of Revelation. Not calling the vehicle the Shark Tank was a missed opportunity imo but iconic nonetheless.
#MG43a Dragon Walker
Team: Team Player
Range: 4
Points: 75/50/25
Keywords: Evil Warriors, Heroic Warriors, Masters of the Universe, Animal, Monster, Vehicle, Warrior
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Targeting: Characters Sidewinding: Sidestep. Dragon Walker can only move in a single direction along its long axis. When it does choose left or right. Rotate Dragon Walker’s base in the chosen direction up to 180 degrees, knocking back any characters in squares it moves through 2 squares, then make a close attack targeting each adjacent opposing character that deals 3 damage. Pilot Ability: Firebreathing Swivel Cockpit: At the end of your turn place the Head marker in either of its slots. When opposing characters attack Dragon Walker is only considered to occupy squares below the Head marker. At the beginning of your turn deal each opposing character in squares adjacent to the Head marker 1 penetrating damage. Pilot Ability: Laser Cannons: Dragon Walker’s range value may not be replaced or modified. FREE: Make a range attack using Dragon Walker’s printed combat values that cannot deal KNOCKBACK or be reduced below 1. Lines of fire from this attack may only be drawn from squares below the Head marker.
Equipment Object: INDESTRUCTIBLE Turret: Characters may not occupy squares occupied by Dragon Turret. An adjacent character may be given a power action to Equip Dragon Turret by placing them on this card instead. While equipped that character uses this base and dial instead of its own. Heavy: Only characters with Super Strength and a point value of at least 100 points may pick up or hold Dragon Turret. A character holding Dragon Turret can use IMMOBILE. A character holding Dragon Turret can use ‘FREE: place Dragon Turret in an adjacent square. ‘ Dragonfire: POWER: Place up to 4 Fire hindering terrain markers in squares within range. Each marker placed after the first must be placed adjacent to another placed marker. At the beginning of your turn deal each character occupying a Fire marker 1 penetrating damage and then remove them. Laser Rays: Energy Explosion, Penetrating/Psychic Blast
NOTES: The Dragon Turret would detach from the base as a 2x2 equipment terrain marker. The head could be placed on either side of the sculpt as a reminder of which side is Head and Tail. One of the coolest toy concepts of all time I hope this does it justice!
#MG44a Unique Starship Eternia
Team: Team Player
Range: 6
Points: 150/100/75/50
Keywords: Galactic Guardians, Masters of the Universe, Cosmic, Future, Herald, Past, Vehicle
Base Size: 3x6
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Passengers: 12 Movement: Characters Targeting: Blocking (Outdoor), Characters, Elevated Pilot: Galactic Guardians, Masters of the Universe: When revealing your force you may choose a single based character on your Sideline with the Galactic Guardians or Master of the Universe keyword and turn its dial to the click of your choice. Starship Eternia can use the standard attack and damage powers displayed on that character’s dial. When Starship Eternia is KO'd, before removing them from the map, generate the chosen character from your Sideline on its last non-KO click. Heal that character 2 clicks if it is named He-Man or Icarus and for the rest of the game that character has , can't be healed or replaced, and isn't scored when KO'd. Protected: Pulse Wave Power Tower: Starship Eternia’s dial is Linked to the Power Tower dial. At the beginning of your turn choose which of those two dials to be the Active dial until your next turn. The Active dial is used for all game effects except for this ability. Time Travel: POWER: Once per game place Starship Eternia in an unoccupied starting area. Starship Eternia can use Probability Control for the rest of the game. Cloaking Device: Starship Eternia cannot be target by range attacks.
Unique Starship Eternia (Power Tower)
Team: Police
Range: 0
Points: 150/100/75/50
Keywords: Galactic Guardians, Masters of the Universe, Cosmic, Future, Herald, Past, Vehicle
Base Size: 3x6
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Technomorphic All Terrain Station: At the beginning of your turn give Starship Eternia a Battlestation token and then place up to X terrain markers in squares adjacent to Starship Eternia or to a marker placed by it where X is its number of Battlestation tokens. Each marker placed may be a Blocking, Elevated, Hindering, Object or Water terrain marker. When Starship Eternia is moved or placed or this dial is no longer Active remove all terrain markers placed by Starship Eternia this game. Abandon Ship: When Starship Eternia is KO’d generate the Starship Eternia terrain marker in squares it last occupied. Protected: Pulse Wave. Field Disruptors: Precision Strike. Opposing characters adjacent to Starship Eternia or its terrain markers modify the result of their single d6 rolls by -1. When Starship Eternia attacks opposing characters adjacent to its terrain markers are also targeted. Futuristic Tech: Characters attacking Starship Eternia modify Damage -2. Regeneration. When Starship Eternia uses Regeneration it may instead remove any number of terrain markers placed by it this game and heal 1 click for each removed. Protected: Outwit. Maximum Versatility: At the beginning of your turn choose one for Starship Eternia to use until your next turn: Empower, Enhancement, Perplex, Shape Change, or Support.
#44t Starship Eternia (Terrain)
Team: No Affiliation
Range: 0
Points: 25
Keywords: Galactic Guardians, Masters of the Universe, Cosmic
Base Size: 3x6
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Legendary Terrain: If all characters on your starting force possess at least one of Starship Eternia’s keywords you may begin the game with Starship Eternia on your force at no cost. EFFECT: Characters occupying a square of this terrain can use FREE: turn the Terrain dial to any click. This character can use the powers displayed on the Terrain dial until your next turn. If Starship Eternia did not begin the game on your force this is POWER instead. IMMOBILE, IMMUNE, INDESTRUCTIBLE
3x6 Terrain: 3 story tower displayed above with elevator tube connecting elevations.
NOTES:
This may be the coolest action figure ever made. Equal parts He-Man, Star Wars, Transformers, and Legos you could use it as a flyer/storage or transform it into a completely customizable set piece. Looks great displayed either way. The dials play the extremes from mobile attack craft to orbiting station with all the high tech futuristic bells and whistles one would expect from such an amazing craft.
#MG45 Champions of Grayskull
Real Name: Various
Team: Cosmic Energy
Range: 0
Points: 300/200/100/50
Keywords: Castle Grayskull, Animal, Celebrity, Mystical, Warrior
Base Size: 2x4
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The Secret of the Sword: Shape Change. When Champions of Grayskull succeeds at Shape Change give the attacking character a Fooled token. When Champions of Grayskull attacks hit characters with a Fooled token take a maximum of 1 damage and then remove a Fooled token instead. A Champion of Every Era: Flurry. When Champions of Grayskull’s dial crosses a starting line STOP. At the beginning of the game and each time Champions of Grayskull uses STOP choose a character from your Sideline not yet chosen by this ability with the Castle Grayskull keyword and turn its dial to any click. At the beginning of your turn choose a standard power displayed on that dial for Champions of Grayskull to use until your next turn. Awaiting the Twins of Destiny: When Champions of Grayskull is K0’d replace them with the Grayskull’s Champion equipment. No points are scored for that equipment this game. Appearances Scattered Through History: Leap/Climb. FREE: Move.
Large Object: If Grayskull’s Champion is on the map, characters can't occupy its squares. // Adjacent characters can be given a POWER action to equip Grayskull’s Champion as if they were in its square. If that character shares a keyword with this object it is FREE instead. IMMOBILE, INDESTRUCTIBLE: EFFECT: When Champions of Grayskull becomes equipped turn its dial to any click. Equipped character can use the printed powers and increases their combat values displayed on Grayskull’s Champion’s dial by the printed amount. Sword Clash: Blades/Claws/Fangs. Adjacent opposing characters cannot use Blades/Claws/Fangs I Have The Power!: Cosmic Energy team ability.
NOTES
In what would be one the most spectacular sculpts ever this dial represents thousands of years of MotU history as well as what comes next. Wanted to make sure the equipment option brought versatility to those already wielding Grayskull’s Power while also being able to significantly upgrade an Adam like character. Being a Super Booster Chase adds to the mythical quality of the awaiting a savior backdrop each iteration of He-Man plays within.
#001 Experienced He-Man
Real Name: Adam of Eternia
Team: Heroic Warriors
Range: 0
Points: 175/100 (click 5)
Keywords: Castle Grayskull, Heroic Warriors, Mystical, Ruler, Warrior
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Masters of the Universe: When building your force He-Man may begin the game with an object equipped by paying its cost. If the object has GRAYSKULL it may be equipped at no cost. The Most Powerful Man in the Universe: FREE: Replace or Equip an item from your sideline with Grayskull. The Greatest Power Is Friendship: Super Strength. When your force includes at least three characters friendly characters have PROTECTION: KNOCKBACK. When your force has three characters or less friendly characters have PROTECTION: Outwit. Champion of Grayskull: Charge, Flurry, Sidestep. Heroic Punch: Close Combat Expert as CLOSE. When he does KNOCKBACK is doubled.
Punching Things Always Works (Charge)
Chasing Goons (Sidestep)
Thanks For Making It Easy (Quake)
I've Seen Worse (Precision Strike)
Battle Harness of Grayskull (Invincible)
Heroic Defender (Impervious)
Not Going To Fail Eternia (Toughness)
Inspiration (Leadership)
Master of the Universe (Exploit Weakness)
Secret of the Sword (Shape Change)
You Won't Win This Time (Outwit)
MOTU S-001 Power Sword, light object, 20 points
EQUIP: Any
UNEQUIP: Drop
EFFECT: Blades/Claws/Fangs. When using it and the d6 is less than the equipped character's damage value increase the result by the equipped character's printed damage value and the damage is penetrating. GRAYSKULL
#L-01a He-Man
Real Name: Adam of Eternia
Team: Team Player, Heroic Warriors
Range: 0
Points: 150/75
Keywords: Castle Grayskull, Galactic Guardians, Heroic Warriors, Masters of the Universe, Mystical, Ruler, Warrior
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The Most Powerful Man In The Universe: Close Combat Expert, Super Strength, Willpower. When building your force equipment objects with Grayskull have ‘Keywords: Castle Grayskull’ and the same set symbol as this card. The Greatest Power is Friendship: Team Player team ability. Friendly characters that are adjacent or with a keyword possessed by He-Man can use Safeguard: Outwit and cannot be knocked back. Champion of Grayskull: Charge, Flurry. When He-Man attacks opposing characters cannot use Mastermind. Toss-A-Goon: When He-Man makes a close attack you may place a hit character in an adjacent square before knocking them back. KNOCKBACK damage from this attack is increased by 1.
NOTES
As requested and promised I’m modernizing some of my faves and those not featured in the current set that are alluded to. The ones selected for legacy treatment all fit the overall Ultimate Battleground theme of vehicular combat and/or epic moments in MOTU history.
1st Legacy goes to the namesake of the entire thread, He-Man. The gimmick of my first set was spotlighting the accessories as equipment with the bonus of equipping during force construction. As that is now the norm (which I take as quite the compliment) I needed to bring something else to distinguish him from his many other appearances in alternate forms featured throughout the thread. He still gets access to his signature equipment but now plays more like the Filmation cartoon (not a stabby swordsman) with an upgrade to the end of episode morality lesson trait from the original. I was a little bit ahead of the power creep during that period so the point reductions aren’t as extreme but I think he brings enough to warrant half the build total even without any STOP.
Masters of the Universe: When building your force Icer may be equipped an object by paying its cost. If the object is MOTU S-047 Ice Block it may be equipped at no cost. Ice Weapons: When Icer hits with an object attack give the target an action token after resolutions. FREE: place a standard light object from outside of the game in Icer's square and he is now holding it. Flash Freeze: Pulse Wave: When he does instead of normal damage each successfully hit target is given up to two action tokens, ignoring pushing damage for this action. Evil Master of Cold: Force Blast, Plasticity, Poison
Sliding Into Battle (Running Shot)
Slippery (Sidestep)
Liquid Form (Phasing/Teleport)
Freeze! (Precision Strike)
Ice Is Sharp (Blades/Claws/Fangs)
Frozen Field (Toughness)
Igloo (Barrier)
MOTU S-047 Ice Block, 6 points, heavy object
EQUIP: Any
UNEQUIP: Drop
EFFECT: FREE: Place this object in an adjacent square and roll a d6. This object is knocked back equal to the result, ignoring characters. After resolutions any character in the direct line between this character and Ice Block is knocked back the result. If they cannot be knocked back give them an action token instead.
Evil Master of Cold: Characters hit by Icer are given an action token. Icer takes a maximum of one damage from attacks unless the attacker can use Energy Explosion or Smoke Cloud. Ice Pirate: FREE: Choose an opposing character within range and line of fire. Until your next turn the chosen character may only use it’s displayed standard powers and powers with Protected: Pulse Wave. Try Not to Slip: When an opposing character would move into an adjacent square roll a d6: 4-6) KNOCKBACK that character half the result. Flash Freeze: Poison, Pulse Wave, Steal Energy Ice Weapons: When making a terrain attack modify Icer’s Attack +1 and hit characters can use IMMOBILE until your next turn.
NOTES
Icer was essentially a one off minion of Skeletor from the cartoon. His claim to fame was successfully stealing Randor’s Ice Sled and since that was included needed to bring him back to drive it. Significantly less squishy in most instances his primary upgrade is piracy, reining in Pilot abilities and equipment effects. Not too much of a point difference so if the object generator is the preferred role it’s still an option.
Masters of the Universe: When building your force Skeletor may begin the game with an object equipped by paying its cost. If the object has Skeletor it may be equipped at no cost. Evil Tyrant of Snake Mountain: Leadership. Friendly characters with a lower point value have the Evil Warriors team ability. At the beginning of the game choose a friendly character. When Skeletor uses Mastermind the chosen character may be chosen as the new target as long as it is within range. Overlord of Evil: FREE: Replace or Equip an item from your sideline with Skeletor Get He-Man You Feeble Brained Ignoramus: Phasing/Teleport, Sidestep, Stealth. Improved Targeting: Characters, Blocking (Destroyed), Hindering, May make range attacks against any character in range even if adjacent Second to None: Barrier, Incapacitate, Mind Control, Penetrating/Psychic Blast, Range Combat Expert, Smoke Cloud, Telekinesis. Once per turn when he uses one of these powers after resolutions he may use another as FREE.
The Secrets of Grayskull Shall Be MINE! (Running Shot)
Take the Throne (Charge)
All Shall Tremble At My Might (Pulsewave)
Demonic Swordsman (B/C/F)
I'll Get You He-Man (P/PB)
That's It (Super Senses)
Arcane Defenses (E/S/D)
Keldor (Combat Reflexes)
You Haven't Seen the Last of ME! (Regeneration)
Plans Within Plans (Outwit)
Outbursts! (Perplex)
The True Master of the Universe (Probability Control)
Backstabbing Betrayal (Exploit Weakness)
MOTU S-002 Havoc Staff, Light Object, 15 points
EQUIP: Mystical Keyword
UNEQUIP: Drop
EFFECT: Force Blast. May use it as FREE. When equipped character knocks back an opposing character, after resolutions deal one penetrating damage to the target for each square knocked back. SKELETOR
#L-050 Unique Skeletor
Real Name: Keldor
Team: Evil Warriors, Mystics
Range: 8
Points: 150/75
Keywords: Council of Evil, Evil Horde, Evil Mutants, Evil Warriors, Gar, Monster, Mystical, Ruler, Warrior
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Overlord of Evil: Willpower. Safeguard: Outwit unless the character is Equipped. Damage dealt by Skeletor is penetrating and cannot be evaded. When building your force Equipment objects with Skeletor have ‘Keywords: Evil Warriors’ and the same set symbol as this card. Evil Tyrant of Snake Mountain: Skeletor cannot be chosen as a hit target using Mastermind. Other friendly characters can use the Evil Warriors team ability and if they have Evil Warriors team symbol and use Mastermind reduce the damage dealt by 1. Villainous Vehicles: Once per game POWER: choose a character on your Sideline with an equal or lower point value with both and a keyword shared with Skeletor. Place the chosen character in your starting area and turn Skeletor’s dial to any click he could use this game. Skeletor becomes that character’s Pilot. When that character is KO’d remove Skeletor from the game (no points are scored for him this game) Protected: Pulse Wave. Get He-Man You Idiot!: Running Shot, Sidestep. Movement: Blocking, Characters, Elevated. FREE: Choose a friendly character that missed all targets with an attack this turn. Make an attack with that character. That character takes one unavoidable damage. Mystical Might: Empower, Energy Explosion, Enhancement, Incapacitate
NOTES
Not as sneaky as the original, he gives up the Sidestep, Stealth, and terrain creation for a more upfront direct attacker approach more befitting of the point value. Upgrades to his original role as team creator now bring added benefits to those with him from the start. As opposed to swapping equipment he now can bring one of his numerous personal crafts instead.