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Dista-Vision: Targeting: Characters, Elevated, Hindering Masters of the Universe: When building your force Tri-Klops may be equipped an object by paying its cost. If the object MOTU S-036 Tri-Klops' Longsword it may be equipped at no cost. No Blindspots: Super Senses. When Tri-Klops can draw line of fire to an opposing character within range he can use Perplex. If that character has a higher point value adjacent characters can use Precision Strike. Doomseeker: POWER: Generate a Doomseeker if there is not one already placed by him on the map. Gamma Vision: Force Blast, Penetrating/Psychic Blast, Precision Strike
Headsman (Running Shot)
Optic Blast (Force Blast)
For Skeletor! (Charge)
I Hide When He's Angry (Stealth)
Skeletor's Greatest Swordsman (B/C/F)
Ingenuity (Invulnerability)
Come and Get It (Toughness)
Locked Swords (Combat Reflexes)
Scientist of Snake Mountain (Outwit)
I See You! (RCE)
I Made Somethin' For Ya (CCE)
Doomseeker
Team: Evil Warriors
Range: 3
Points: 5
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16
1
Mechanical Spy: Once per turn a friendly character that can use Outwit may use it as if they occupied Doomseeker's square.
MOTU S-036 Tri-Klops' Longsword, heavy object, 5 points
EQUIP: Brute Keyword
UNEQUIP: Drop
EFFECT: Close attacks of equipped character against a lower point character cannot be evaded or reduced.
Targeting: 00>, Hindering No Blindspots: Super Senses, but also succeeds on ‘3’. Friendly characters targeting a character within range and line of fire of Tri-Klops can use Precision Strike. Doomseeker: POWER: Generate a Doomseeker hindering terrain marker [MAX=1]. Telekinesis as FREE but only to place or make terrain attacks with Doomseeker. // Friendly characters using Outwit, Perplex, or Probability Control may count squares and draw line of fire from squares occupied by a Doomseeker marker even if this power is lost. Mechanical Takeover: Mind Control, but only to target characters with the Vehicle keyword regardless of their combat symbols. Hit characters cannot use powers, traits, or abilities containing the word ‘Pilot’ until your next turn. Gamma Vision: Force Blast, Penetrating/Psychic Blast. When Tri-Klops is on the card of a character with the Vehicle keyword it can use Targeting: Hindering, Precision Strike and deals penetrating damage.
NOTES
In a set with so many vehicles I couldn’t not bring back Skeletor’s resident engineer. Since we already have a Vehicular Support version from the Fast Forces (which still holds up imo) I went with a more assault oriented version stripped down targeting wise to make him more affordable for old school vehicles yet compatible with the latest take on them from WoV.
Movement: Characters: Passengers: 1 Legendary Rider: Skeletor: If your starting force includes a character whose name includes "Skeletor," Panthor has , but can still be given actions without a pilot, can be chosen as the new target for Mastermind, but only through the Evil Warriors team ability, and does not generate objects when KO'd. Pilot Ability: Terror of Snake Mountain: Prerequisite: Skeletor. When using Pilot Attack to choose attack and damage powers you may instead choose any attack or damage power on the Pilot's card he could use this game. Savage Cat of Skeletor: Leap/Climb. When he does and actions resolve Blades/Claws/Fangs at no cost. Armored Dylinx: Combat Reflexes, Super Senses, Toughness.
Movement: Elevated Pilot: Skeletor, Evil Warriors, Warrior: When revealing your force choose a single based character on your Sideline named Skeletor or with the Evil Warriors or Warrior keyword and turn its dial to the click of your choice . Panthor can use the standard Attack and Damage powers displayed on that character’s dial. When Panthor 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 The Terror of Snake Mountain: FREE: turn the character’s dial chosen for Panthor’s Pilot trait to any click. Savage Cat of Skeletor: Hypersonic Speed. When Panthor uses Hypersonic Speed you may halve speed and make two attacks instead. Armored Dylinx: Combat Reflexes, Super Senses, Toughness.
NOTES
Couldn’t have an Ultimate Battleground without the legendary steeds. The speed values are high in todays game so I tried to incentivize moving less for an added bonus. When originally designed using Pilot Attacks was a creative way to ditch the Battle Fury so Skeletor could still shoot. Having removed that option he got an additional starting line without it. As fragile as that makes him you still get a 1 click Skeletor for those 15 points (maybe that’s a little broken…will check back after a few WoV tourneys)
Heroic Armored War Horse: Stridor can reduce penetrating damage. If your starting force includes another character with the Heroic Warriors keyword Stridor has this game, but can still be given actions without a pilot Pilot Ability: Rear-Mounted Laser: Prerequisite: Heroic Warriors keyword or team ability: Super Senses. When successful, after resolutions deal the attacking character damage equal to Stridor's printed damage value. Pilot Ability: Fisto's Steed of Choice: Prerequisite: Fisto or Malcolm: Improved Targeting: Characters. Once per turn CLOSE at no cost.
Movement: 00> Targeting: 00> Pilot: Fisto, Heroic Warriors, Warrior: When revealing your force choose a single based character on your Sideline named Fisto or with the Heroic Warriors or Warrior keyword and turn its dial to the click of your choice . Stridor can use the standard Attack and Damage powers displayed on that character’s dial. When Stridor 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 Heroic Armored Warhorse: Willpower. Tail Gun: When an adjacent opposing character moves into a square not adjacent to Stridor make a range attack targeting that character.
#005b Night Stalker
Real Name: Night Stalker
Team: Evil Warriors
Range: 5
Points: 100 / 50
Keywords: Evil Warriors, Animal, Armor, Robot, Warrior
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Evil Armored Battle Steed: If your starting force includes another character with the Evil Warriors keyword or team ability Night Stalker has , can still be given actions without a Pilot, and can still be chosen as the new target of a character using the Evil Warriors team ability. Pilot Ability: Trap Jaw and Tri-Klops Crafted: Prerequisite: Evil Warriors team ability. Night Stalker and adjacent friendly characters can use Super Senses, but only succeed on a 6. When Night Stalker uses Super Senses successfully, after resolutions deal the attacking character damage equal to Night Stalker's printed damage value. Pilot Ability: Jitsu's Nightmare Steed: Prerequisite: Jitsu. Opposing characters within range reduce the results of single d6 rolls by 1.
#L-G005b Night Stalker
Real Name: Night Stalker
Team: Evil Warriors
Range: 5
Points: 80/40/20
Keywords: Evil Warriors, Animal, Armor, Robot, Vehicle, Warrior
Base Size: 2x1
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Movement: 00> Targeting: 00> Pilot: Jitsu, Evil Warriors, Warrior: When revealing your force choose a single based character on your Sideline named Jitsu or with the Evil Warriors or Warrior keyword and turn its dial to the click of your choice . Night Stalker can use the standard Attack and Damage powers displayed on that character’s dial. When Night Stalker 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 Parts: FREE: remove an adjacent unheld object from the game and heal Night Stalker 2 clicks. Once per game this ability may be used to heal beyond its starting line. Night-Mare: Shape Change
NOTES
Admittedly without replacing combat values Night Stalker is a dud for his point bracket compared to his heroic counterpart. Jitsu packing a twelve attack was considered in the original design. To make up for it he cheeses past his starting line with Nanobots and a roll out. Peanut bases with Mastermind are better than single base in that regards so which horse you pick to win ideally is just a matter of preference.
Movement: Characters: Passengers: 1 Legendary Rider: He-Man: If your starting force includes a character whose name includes 'He-Man' Battle Cat has but can still be given actions without a pilot and does not generate objects when KO'd. Pilot Ability: Ultimate Battleground: Prerequisite: Name includes 'He-Man:' Flurry. Colossal Stamina. PROTECTED: Outwit Giant Armored Tiger: Blades/Claws/Fangs, Super Senses Stride of War: Leap/Climb. When he does, after resolutions CLOSE at no cost. Enchanted Armor: Combat Reflexes, Toughness.
Movement: Elevated Pilot: He-Man, Castle Grayskull, Warrior: When revealing your force choose a single based character on your Sideline named He-Man or with the Castle Grayskull or Warrior keyword and turn its dial to the click of your choice . Battle Cat can use the standard Attack and Damage powers displayed on that character’s dial. When Battle Cat 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 Red Plating: Flurry, Super Senses Stride of War: Charge, Sidestep Enchanted Armor: Toughness, Willpower
NOTES
Same conundrum as Panthor and wanted to match their point values so I dropped the Outwit protection, CR, and BCF to rein them in. May seem lopsided compared to Panthor at 15 but he’s not Unique and Super Senses/Mastermind (via team ability) is honestly just as nasty as Charge and Flurry. Left off the Blades bc you can get it from He-Man if you don’t want Quake or Super Strength.
Legendary Rider: Hordak: If your starting force includes a character whose name includes "Hordak,' Mantisaur has , but can still be given actions without a pilot and does not generate objects when KO'd. Pilot Ability: Terror of the Fright Zone : Prerequisite: Name includes 'Hordak:' Colossal Stamina, When he does, if the non-free action was a successful attack, he is not dealt unavoidable damage for using Colossal Stamina. Front Leg Assault: When Mantisaur hits a single opposing character of smaller size with an attack, until your next turn that character has IMMOBILE and gets -1 attack. Summon Insect Horde: Poison. POWER: Roll a d6 and generate a number of Horde Insect bystanders equal to half the result (MAX:6) Techno-Sorcery Enhancenments: Super Senses, Toughness. When Mantisaur has 2 action tokens FREE: make a range attack targeting an opposing character within 4 squares and line of fire. This attack deals one penetrating damage instead of normal damage.
#012bt Horde Insect
Team: No Affiliation
Range: 0
Points: 0
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Cannibalized: Friendly characters named Mantisaur may target Horde Insect with close attacks as if it were an opposing character. Squashed: Characters not named Horde Insect ignore Horde Insect for movement purposes and may end their movement in a square occupied by Horde Insect. If a character ends its move in a square occupied by Horde Insect, after resolutions KO Horde Insect and deal that character one penetrating damage.
Pilot: Hordak, Evil Horde, Warrior: When revealing your force choose a single based character on your Sideline named Hordak or with the Evil Horde or Warrior keyword and turn its dial to the click of your choice. Mantisaur can use the standard Attack and Damage powers displayed on that character’s dial. When Mantisaur 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 Terror of the Fright Zone : FREE: Turn the characters dial chosen for Mantisaur’s Pilot trait to any click. Hoist: When Mantisaur makes a close attack choose a hit target. Give that character an action token and until your next turn it can use IMMOBILE and friendly characters drawing line of fire to that character can use Targeting: Characters, Hindering. Summoned Insect Horde: Poison. When Mantisaur uses Poison opposing characters within 4 squares are considered adjacent. Techno-Sorcery Enhancements: Super Senses, Toughness. Mantisaur takes a maximum of 1 damage from range attacks. Protected: Outwit
NOTES
Mantisaur was one of the few vehicles I designed that had little intention of using Pilot Attacks since you likely didn’t want to lose those attack or damage powers by doing so. Since she’ll be getting two additional powers at all times under the new format I had to let go of quite a bit that wasn’t already made redundant by 2020 rules. Gone is the swarm of bystanders now symbolized by wide reaching poison. Being a close combat monster heavily susceptible to range attacks I made one-shotting her more of a hassle with the defense. Hoist and Steal Energy should also help her stick around.
#G013 Unique Swift Wind
Real Name: Spirit
Team: Great Rebellion
Range: 0
Points: 100 / 75 / 25
Dial: 2x1
Keywords: Castle Grayskull, Great Rebellion, Princesses of Power, Animal, Mystical, Warrior
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Legendary Rider: She-Ra: If your starting force includes a character whose name includes 'She-Ra,' or Swift Wind is a replacement character, he has and can be given actions without a pilot and does not generate objects when KO'd. Pilot Ability: Clouds of Crystal Castle: Prerequisite: Name includes 'She-Ra:' Swift Wind cannot be targeted by characters occupying a square at a lower elevation. PROTECTED: Outwit. Winged Unicorn: Super Senses. Blades/Claws/Fangs as FREE, but halve the result of the d6 and damage is penetrating. Horde Dispensation: Charge, Sidestep. When using Charge, after resolutions KNOCKBACK each adjacent opposing character 2 squares. Grayskull's Blessing: Energy Shield/Deflection, Toughness.
#G013 Unique Swift Wind
Real Name: Spirit
Team: Great Rebellion
Range: 0
Points: 75\50\20
Keywords: Castle Grayskull, Great Rebellion, Princesses of Power, Animal, Mystical, Vehicle, Warrior
Base Size: 2x1
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Pilot: She-Ra, Great Rebellion, Princesses of Power: When revealing your force choose a single based character on your Sideline named She-Ra or with the Great Rebellion or Princesses of Power keyword and turn its dial to the click of your choice. Swift Wind can use the standard Attack and Damage powers displayed on that character’s dial. When Swift Wind 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 Above The Clouds: Opposing characters halve their range values (including minimums) when targeting Swiftwind. Winged Unicorn: Precision Strike. FREE: KNOCKBACK each opposing character 2 squares. Horde Dispensation: Charge, Sidestep. Grayskull's Blessing: Super Senses, Willpower
Movement: Blocking (Destroyed): Passengers: 0 Preternian Code of the Jungle: Tyrantisaurus Rex has , can be piloted by characters with Battle Fury, and can be given actions without a pilot. When you reveal your force you may choose a friendly character to begin the game Piloting Tyrantisaurus Rex. Not Exactly a Cockpit: Tyrantisaurus Rex cannot use Pilot Attacks to replace combat values or choose powers. Once per turn FREE: choose a square occupied by Tyrantisaurus Rex and make an attack using the attack, damage, and range values of his Pilot, using Earthbound/Neutralized for this action. If you do until your next turn opposing characters have FREE: make an attack targeting Tyrantisaurus Rex that deals no damage. If successful place a Pilot in an adjacent square. Pilot Ability: Reptilian Brotherhood: Prerequisite: King Hsss: Outwit, Shape Change Terrorsaur: Blades/Claws/Fangs. When he does he uses Steal Energy and increase the healing by one if the target is KO'd. Release the Dino-Drome: STOP: Tyrantisaurus Rex takes a maximum of one damage from attacks. When this click is revealed choose a direct line and immediately make a close attack targeting each character along that line within range using Blades/Claws/Fangs, rolling a separate d6 for each successfully hit target. Lasers and Teeth: When Tyrantisaurus Rex makes a range attack against a non-adjacent character after resolutions make a close attack against an adjacent character at no cost, even if that character is friendly.
Snake Men: Adjacent opposing characters get -1 to break away rolls and if they are less points than the character using this team ability cannot automatically break away.
#L-G031 Tyrantisaurus Rex
Team: Cosmic Energy, Snake Men
Range: 6
Points: 275/ 150/ 50
Keywords: Preternia, Snake Men, Animal, Brute, Monster, Past, Robot, Vehicle
Base Size: 2x2
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Movement: Blocking (Destroy) Pilot: King Hiss, Snake Men, Past: When revealing your force choose a single based character on your Sideline named King Hiss or with the Snake Men or Past keyword and turn its dial to the click of your choice. Tyrantisaurus Rex can use the standard Attack and Damage powers displayed on that character’s dial. When Tyrantisaurus Rex 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 Tiny Arms: Passengers:0. Tyrantisaurus Rex cannot be given terrain actions. Reptile King: Cosmic Energy team ability, Exploit Weakness. Other friendly characters with the Animal keyword can use Willpower. Terrorsaur: Blades/Claws/Fangs, Steal Energy. When Tyrantisaurus Rex uses Steal Energy they heal equal to the damage taken instead. Release the Dino-Drome: STOP. When this click is revealed roll a d6 and deal damage equal to the result to an opposing character within range and line of fire. Tyrantisaurus Rex takes a maximum of 1 damage from attacks. Lasers and Teeth: FREE: Make an attack
The Eternal Flame: Energy Explosion. PROTECTED: Outwit, unless the character using it can use Force Blast or Incapacitate. When a friendly character uses Energy Explosion increase the damage dealt by one. Shameless Ego: Friendly characters with the Dragons of Darksmoke keyword do not take damage from using Colossal Stamina. Mighty Red Dragon: FREE: Choose up to two red standard powers. Granamyr can use the chosen powers until your next turn. Colossal Indifference: If he began the game on his 20 point line Granamyr cannot attack smaller characters except through Colossal Retaliation. Colossal Retaliation: Distrustful of Humans: STOP: If no other character has used Colossal Retaliation this turn, FREE: Choose an opposing character that attacked Granamyr or damaged a friendly character since your last turn. Place Granamyr so that he may make a close attack targeting that character and do so. KNOCKBACK the hit character and if it is a smaller character this KNOCKBACK is doubled. A Cure for Man-At-Arms: Support. When he does, after resolutions remove all action tokens from the target.
Keeper Of The Eternal Flame: Cosmic Energy team ability, Energy Explosion. When Granamyr uses Energy Explosion place a Fire hindering terrain marker in each square of a hit target. At the beginning of your turn remove them and deal any characters occupying a removed marker 1 penetrating damage. // When Grannamyr is given an action token by an opposing game effect deal him one unavoidable damage. The Cure: Support. When Granamyr uses Support friendly characters in range are considered adjacent. Red But Once Green Dragon: FREE: Choose a red and a green standard power. Granamyr can use the chosen powers until you choose again. Colossal Indifference: Granamyr cannot attack smaller characters except through Colossal Retaliation. If he’s 15 points, he can use IMMOBILE unless using Colossal Retaliation. Colossal Retaliation: Distrustful of Humans: STOP: If no other character has been placed this turn, FREE: Choose an opposing character that attacked or damaged a friendly character since your last turn. Place Granamyr so that he may make a close attack targeting that character and do so. A hit character cannot be healed for this rest of the game. Darksmoke’s Dreaded Dragon Lord: Other friendly multi-base characters modify Attack and Defense +1. Unless he has made an attack this game or is the only character on your force Granamyr can use IMMUNE and Passengers: 0.
#100 Unique King Hiss
Real Name: Hssss of the Viper Clan
Team: Snake Men
Range: 0
Points: 50
Keywords: Snake Men, Animal, Monster, Mystical, Past, Ruler
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Movement: Blocking, Characters, Elevated Brood of Vipers: Giant Reach: 4. CLOSE: Make a close attack targeting each opposing character within 4 squares. Hit characters are dealt 1 damage, given an action token, and can use IMMOBILE until your next turn. Split Consciousness: Telekinesis as FREE, but only to place himself. King Hiss cannot be healed and takes a maximum of 1 damage from attacks. Reconstitute: SIDELINE ACTIVE: When a friendly character with the Snake Men keyword attacks give a hit character a Snake token and roll a d6 increasing the result by the number of Snake tokens on all opposing characters: 9+) Generate King Hiss adjacent to a friendly character on his starting line. Monstrous: Blades/Claws/Fangs, Poison. Damage dealt by King Hiss is penetrating. Rissse Again: Super Senses. When King Hiss is KO’d choose a friendly character from your Sideline named King Hiss turn it to its last non-KO click and place that character in the square King Hiss last occupied. Protected: Pulse Wave
#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.
I know you can see the meme in your head when I say this but "TAKE MY MONEY!"
#201a He-Man
Real Name: Adam of Eternia
Team: Heroic Warriors
Range: 0
Points: 25
Keywords: Castle Grayskull, Eternian Council, Heroic Warriors, Masters of the Universe, Mystical, Warrior
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Sword of Power: STOP. Impervious. When this click is revealed KNOCKBACK each adjacent opposing character 2 squares.
#201b He-Man
Real Name: Adam of Eternia
Team: Heroic Warriors
Range: 0
Points: 50
Keywords: Castle Grayskull, Galactic Guardians, Heroic Warriors, Masters of the Universe, Mystical, Warrior
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Most Powerful Man in the Universe : Super Strength. When He-Man isn’t holding a terrain marker Blades/Claws/Fangs. By The Power of Grayskull: STOP. Impervious. When this click is revealed He-Man can use IMMUNE until your next turn.
NOTES
Starter figures are supposed to be basic so this is about as vanilla dial as can be. Either would make an awesome candidate as Pilot under new mechanics.
Snake Armor: Man-At-Arms ignores the effects of opposing team abilities. Anti-Venom: Leadership. When Man-At-Arms removes an action token from a friendly character heal it one click. Snake Grappler: Precision Strike. Characters hit by Man-At-Arms can use IMMOBILE until your next turn. Silver Plated: Invulnerability, Willpower
NOTES
Same sculpt as Snake Man-At-Arms with breastplate painted silver and human face. This upgrade is visualized with the Invulnerability. Snake Amor trait will be heavily featured in the Event OP Kit spotlighting the Conan meets Iron Man feel of that era from the toys.
Movement:00> Targeting:00> Trophy Hunter: When Plasmar KO’s an opposing character any Equipment equipped to that character becomes equipped to Plasmar. Plasma-Blast Power: FREE: Generate an object terrain marker. Plasmar or an adjacent friendly character now hold that object. // Friendly characters making terrain attacks can use Precision Strike. Hunting Camo Khan: Charge, Running Shot, Stealth. Out of the Depths: Toughness. The first time this power is revealed choose Combat Reflexes or Energy Shield/Deflection. Plasmar can use the chosen power this game. Hot-Shot: If Plasmar has made a close attack this turn Empower. If Plasmar has made a range attack this turn Enhancement. If Plasmar has two action tokens Empower and Enhancement.
NOTES
Pretty sure Mattel reuses assets even more than WK. In a nod to that quirk Plasmar will be a repainted King Randor minus the crown. Featured as an unnamed character in promo art from 1988, the Classics line announced him originally as Hot-Shot but were unable to procure the name due to copyright so its 2017 release (with Gr’asp and Terroar) introduced the monicker of Plasmar and a back story involving his relentless quest for vengeance against the Snake Men and Khan in particular. I was going to make him an OP Kit figure but that origin plants him firmly and thematically into the starter.