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Did anyone else's come with (what I'm assuming is) a detachable, SwitchClix base? I suppose it's possible that the figure just comes off the base easily, but it appears to be designed that way. If so, I haven't seen a team base that this unit goes with, and there isn't team resource trait on the card. Odd...
Anyway, I think this is a formidable unit, and even more so under the 2013 PAC with Plasticity. Glad I pulled it.
"It is better to remain silent and be thought a fool than to open one's mouth and remove all doubt." - Mark Twain
I'm quite fond of this dial. I don't know if it's his high attack, solid range, or that he gets prob on his second click, but something about this Red Hood makes me really happy. The regen is just icing. Now, if he had sharpshooter, he'd be perfect.
@Vlad the Red/Odiex27. He is indeed designed to come off the dial just like his #023 main set counterpart. I'm not quite sure why they did this considering the fact that Odiex is correct and that his card has no team resource indication. The team base for the Outlaws states that they can function with only two members attached to the dial unlike most of the others that require at least three so maybe that distinction will lend itself to options for him. Perhaps you can start him on the team dial and just forfeit the Assets the main set figure would yield. Or perhaps there is some nomenclature that allows him to be fielded on as part of the team without having an asset indicator on his card. I'm no expert so I couldn't pretend to know what they had in mind when designing him or his card in relation to a possible team function.
I am guessing the Switchclix base is most likely a result of sculpt re-use. Since the main set version is a Switchclix due to it being part of the team base, they would have had to redesign the gravity feed fig to go on a standard base. Instead, they likely just kept it the way it was.
Love his trait. Tired of Batman hiding in the bushes? Get Red Hood within six squares and light him up. Doesn't even need LOF, just be within 6 squares.
So can this Red Hood be used for the Outlaws dial? I know his sculpt can be removed, but does he have the asset power on his card? And does he have colored click numbers for solo adventure?
Unfortunately no he does not work on the Team base. Only the main set Red Hood works as he is the only one that has the Asset listed on his card :( Makes me sad
So....could Red Hood be a part of the following Outlaws Key Word Theme team:
107pts. TT204 Red Hood,
14pts. NMLR100C Utility Belt (complete on Red Hood),
101pts. WS055 Sandman, and
78pts. WS007 Spider-Man. 300pts even.
If so, that would be funny...in an Amalgam sort of way.
"Looking for a sign that the Universal Mind has written you into the Passion Play." -Ian Anderson
So....could Red Hood be a part of the following Outlaws Key Word Theme team:
107pts. TT204 Red Hood,
14pts. NMLR100C Utility Belt (complete on Red Hood),
101pts. WS055 Sandman, and
78pts. WS007 Spider-Man. 300pts even.
If so, that would be funny...in an Amalgam sort of way.
Yes, the keywords are the same. You could even have a team of Spiderman, Sandman, and Puma with the Red Hood and the Outlaws ATA. Alternatively, you could use the Marvel ATA with Red Hood, Starfire, and Arsenal.
"MISCOMMUNICATION & MISDIRECTION: Give Red Hood a free action and choose a character within 6 squares. That character can't use Outwit until your next turn. If that character possesses the Batman Ally or Batman Enemy team ability, they can't use that team ability until your next turn."
This is a two part Question. First: This power mentions nothing about lines of fire. So I can just pick out a Batman hiding? Second: How does this work with someone with the Batman Ally on their Dial and the cowl on the Utility Belt. Does that mean that I cannot shut down the blocked lines of fire since the the cowl states: "This character possesses 'Batman Ally Team Ability Symbol'. If the character already possesses 'Batman Ally Team Ability Symbol' and is adjacent to a wall or square of higher elevated terrain, lines of fire drawn to it are blocked when it is not your turn."
This came to mind since I was using him as an Anti SoG 100 Batman. Damien cannot use his outwit and stealth.... but then the cowl came into play with him by a wall and the questions arose.
"MISCOMMUNICATION & MISDIRECTION: Give Red Hood a free action and choose a character within 6 squares. That character can't use Outwit until your next turn. If that character possesses the Batman Ally or Batman Enemy team ability, they can't use that team ability until your next turn."
This is a two part Question. First: This power mentions nothing about lines of fire. So I can just pick out a Batman hiding? Second: How does this work with someone with the Batman Ally on their Dial and the cowl on the Utility Belt. Does that mean that I cannot shut down the blocked lines of fire since the the cowl states: "This character possesses 'Batman Ally Team Ability Symbol'. If the character already possesses 'Batman Ally Team Ability Symbol' and is adjacent to a wall or square of higher elevated terrain, lines of fire drawn to it are blocked when it is not your turn."
This came to mind since I was using him as an Anti SoG 100 Batman. Damien cannot use his outwit and stealth.... but then the cowl came into play with him by a wall and the questions arose.
For the first part, you are reading it correctly. You do not have to be able to draw line of fire for this ability to work. You must only be able to choose a valid character within 6 squares. Secondly, you are able to prevent the usage of the Batman Ally Team Ability, however because the Cape and Cowl on the Utility Belt reads "possesses the Batman Ally Team Ability" you can't prevent the piece from the benefits of the Cape and Cowl. They can't USE the Team Ability until your next turn but they still Possess it so the requirements for the Cape and Cowl are still met.
Let's say that you want to use Red Hood to prevent BM #001 Batman from using his outwit. You could do this so long as your Red Hood is within 6 squares of Batman. Because he also has the Batman Ally Team ability you could also prevent him from using that as well. If he were occupying a square of hindering terrain, your characters could draw line of fire to him as if he could not use the stealth granted to him by the Batman TA. This is because you have prevented him from using the Batman Ally Team Ability that he possesses on his dial, and the TA given to him by the Cape and Cowl. However if he were occupying a Square adjacent to a wall or of higher elevated terrain you could not draw line of fire to him due to the fact that although he can't use the TA he still possesses it, as the requisite for the cape and cowl reads "Possess" and not "can Use"
A powerful ranged deterrent who is meant to function as a sniper from the shadows. Up close he's left without as much firepower (he has no real answer to a brick except to chip away at them), but his Combat Reflexes gives him some survivability. There's a real question about whether to push this guy to pick up PC by trading away attack value. If I knew I was getting attacked, I might push him onto it for the reroll against his 19. Click 3 is his most dangerous for close-up work but his guard drops against range. His primary purpose on the board is to remove Outwits and expose Bat-buddies to the elements while remaining hidden. I like pairing him with Bat-Enemies to share that 11 attack...
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IMO the most accurate Red Hood dial out there.
He has the stealth and combat reflexes I've come to love about the character from the comic. Calculator TA is nice too.