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After playing and being hooked on Metal Gear Rising: Revengeance, I've decided to make some dials based on the game. The dials, descriptions, and the power names may contain some spoilers, so be advised.
To start with, I figured a Raiden dial based on his abilities at the start of the game up until a certain story point was a good idea. I do realize the High Frequency Blade trait is potentially broken with certain combos of powers, but I wasn't sure how else to throw in it's cutting power. Ideas and comments welcome.
Cyborg Limbs: Movement: Ignores Hindering and Elevated Terrain.
High Frequency Blade: Damage Raiden deals as the result of a close combat attack is penetrating.
Nice Black Suit (Stealth)
Ninja Run (Hypersonic Speed)
Take On Jetstream Sam... (Charge)
Not Again... (Earthbound/Neutralized)
Sword Frenzy: Raiden may use Quake and Flurry. He may use either of these in place of a close combat attack when using Hypersonic Speed, but must end his movement in the square he made the attacks from.
My Sword Is A Tool Of Justice (Blades/Claws/Fangs)
Protect The President (Defend)
Deflect Bullets (Energy Shield/Deflection)
Evasive Action (Super Senses) Upgraded Cyborg Body: The first time this power is revealed as a result of taking damage from an attack, stop turning the dial. Raiden may immediately use Regeneration with a minimum result of 1 and his combat values are modified by +1 for the rest of the game, even if this power is lost or countered.
CYBORG BODY: Movement: Ignores hindering, Elevated, and other Characters UPGRADED CHASSIS: Raiden can use Toughness and Combat Reflexes HIGH-FREQUENCY BLADE: Raiden can use Blades/Claws/Fangs and Steal Energy. SPINE CRUSH: When Raiden KO's an opposing character that's 100 points or more, roll a d6 that can't be rerolled. On a result of 5-6 heal Raiden of 2 damage. If the KO'd character had the Armor or Robot keyword you may also remove 1 action token from Raiden. NINJA RUN: Raiden can use Hypersonic Speed. Raiden can be given a close combat action as a free action instead of a close combat attack while using Hypersonic Speed. BLADE MODE: When Raiden is makes a close combat attack, if he has no action tokens damage dealt is penetrating. COUNTER: Raiden can use Super Senses. When Raiden uses Super Senses and successfully evades a close combat attack, the character targeting Raiden is given an action token. If that character cannot be given an action token, deal it 1 penetrating damage instead.
Pole Arm L'Etranger: Mistral may use the Giant Reach ability, but may only carry characters named "Dwarf Gekko".
Spare Parts: Once per turn, you may give Mistral a free action to KO an adjacent Dwarf Gekko. If you do, she heals 1 click.
Graceful Leaps (Leap/Climb)
The Cold Wind Of France (Charge) A Stranger I Remain: Mistral may use Charge, Flurry, and Leap/Climb.
Sweeping Strikes (Quake)
Piercing Tip Strikes (Precision Strike)
Dwarf Gekkos To Spare: Mistral may use Super Senses. She may use Mastermind, but may only transfer damage to a friendly character named "Dwarf Gekko".
Parry and Dodge (Super Senses)
They Took My Family, Everything... (Perplex)
But I Butchered Those @#$%ers (Exploit Weakness)
I Too, Am A Killer (Close Combat Expert)
Unique Jetstream Sam
Team: No Affiliation
Range: 0
Points: 160
Keywords: Armor, Desperado, Martial Artist, Warrior
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Speed and Agility: Movement: Ignores Hindering and Elevated Terrain.
HF Sword Murasama: Jetstream Sam may use Blades/Claws/Fangs, and may use it as a close combat attack. Damage Jetstream Sam deals as the result of a close combat attack is penetrating damage.
Minuano, The Cool Brazillian Breeze (Hypersonic Speed)
"Not Half-Bad" (Charge) The Only Thing I Know For Real: Jetstream Sam may use Charge and Flurry.
Master Of The Murdering Sword: Jetstream Sam may use Quake and Flurry, and may use either in place of the close combat attack given by Hypersonic Speed, but he must end his movement after making an attack with either power.
Then I Will Just Have To Kill All Of You (Quake)
Master Swordsman (Precision Strike)
Try Harder Than That (Super Senses) I Am Pretty Good: Jetstream Sam may use Super Senses and Combat Reflexes. When he is the target of a close combat attack that fails to hit and he has no action tokens, he may immediately make a close combat attack against the attacker.
Taunt And Smirk: Jetstream Sam may use Perplex, but only on opposing characters, and may not modify damage.
Fast Draw Technique (Close Combat Expert)
Cyborg Limbs: Movement: Ignores Hindering and Elevated Terrain.
HF Machetes Bloodlust: Sundowner may use Blades/Claws/Fangs. When he does, roll 2 D6 and choose which one to use as the result.
All That We're Saying... (Charge) Red Sun: Sundowner may use Charge and Flurry. You may give Sundowner a double power action to use Flurry, locking Sundowner's damage value at 1, but do not stop making close combat attacks until Sundowner misses an attack roll or the figure is KO'd. The opposing character modifies it's defense by +1 for each hit to a maximum of +3.
Riding a Hammerhead (Leap/Climb)
Rapid Strikes (Precision Strike) Hammerhead Back-Up: Sundowner may use Ranged Combat Expert as though he had a range of 7.
Explosive Armor Plates: Sundowner may use Invulnerability. If Sundowner is hit by a close combat attack and reduces the damage dealt to him, immediately before turning his dial, the attacker is dealt 2 damage and knockback.
Cyborg Body (Toughness)
Is Give War A Chance! (Exploit Weakness)
Pincer Strike (Close Combat Expert)
Cyborg Moves: Movement: Ignores Hindering and Elevated Terrain.
Magnet-Force Body: Monsoon treats opposing characters within 4 squares and line of fire as adjacent when he makes close combat attacks.
Magnetic Leaps (Leap/Climb) Stains Of Time: Monsoon may use Charge and Flurry.
Magnetic Sai Dystopia (Precision Strike) Magnetic Powers: Monsoon may use Telekinesis as though he had a range of 8, but only to make ranged combat attacks using objects. He may treat Ultra-Heavy objects as Heavy Objects when using Telekinesis, and they deal 4 damage. Before making an attack using Telekinesis, you may roll 1 D6. On a 1-3 Monsoon is given a light object from outside of the game to use in the attack, on a 4-5 he is given a heavy object, and on a 6 he is given an ultra-heavy object.
Such a Pretty Meme... (Blades/Claws/Fangs)
Heightened Cyborg Senses (Super Senses) Multi-Segments Body: Monsoon may use Super Senses. Once during each of your turns, you may choose Combat Reflexes or Energy Shield/Deflection. Monsoon may use the chosen power until your next turn.
Already In Slices (Combat Reflexes)
Wind Blows, Leaves Fall...Nature Running It's Course (Perplex)
Survival Of The Fittest, Jack! (Exploit Weakness)