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Super Rare #043 Jetfire
[...] Robot Mode: Jetfire has . At the beginning of your turn, choose either Sidestep -or- Charge to use until your next turn. Protected: Outwit.
Jet mode: Jetfire has , , and AUTOPILOT, but he does not take unavoidable damage from it. // If this power would be lost and Jetfire has a pilot, first place the pilot adjacent. Protected: Pulse Wave, Protected: Outwit.
There is this one rules-issue you've been skating around a few times in this set, but it never became relevant until now: Vehicles can't change size! (See the Comprehensive Rulebook Supplement, p. 14).
This isn't necessarily a problem, but it does mean Jetfire will be -sized on those middle clicks. If you want to change that, you would probably have to explicitly contradict the rule (specific beats general) with something like "...but does not ignore effects that would replace his damage symbol".
This is a small nitpick, but I would replace "first place the pilot adjacent" in the defense special with "immediately place the pilot adjacent". I feel like that makes the timing more clear.
Also, WizKids were sensible enough to let "Protected"-effects be grouped, so you can just write "Protected: Outwit, Pulse Wave." for his defense special.
Quote : Originally Posted by Renokhan
Chase #049 Sparkplug
[...] Convert Our Fuel For Your Use: FREE: KO an adjacent object and either remove action tokens from adjacent friendly characters with the robot or vehicle keyword -or- deal 1 penetrating damage to adjacent opposing characters with the robot or vehicle keyword.
Quote : Originally Posted by Baron Impossible
the object removal is cool, too, though I think you need to specify how many tokens are removed from each dude
Hey, that's my department, Baron!
I agree, though, you should specify how many tokens are removed. The character selection and the scope of the "-or-" could also be clearer. I suggest:
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FREE: KO an adjacent object to choose one: Either remove an action token from each adjacent friendly character with the robot or vehicle keyword -or- deal 1 penetrating damage to each adjacent opposing character with the robot or vehicle keyword.
or
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FREE: KO an adjacent object to choose one: Either remove all action tokens from each adjacent friendly character with the robot or vehicle keyword -or- deal 1 penetrating damage to each adjacent opposing character with the robot or vehicle keyword.
g010 shockwave - would it be appropriate to include on the blaster form? ...very good work
Thank you. Shockwave actually is a giant freakin' blaster when he transforms (being 35' long according to sources).
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043 jetfire - I love how you've mixed the game up here, and given us a different way to represent the switch without sf. using the zatanna design is such a breath of fresh air in the set and shows you're not sticking to formula or phoning anything in, you're thinking out of the box in ways above and beyond . the battle armor is a cool add. I appreciate that you parsed it out to provide different point options and how the in the dial still has added value. I love the flow in both directions and I love the overlap, actually, of the SPs in the middle where it feels like he's swapping form to form as needed. really cool one, here
I was looking to do something different. I also wanted to represent its hybrid mode (half robot half plane). I thought giving distinctive robot and vehicle powers then having them overlap somewhat could accomplish that.
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005 spike - losing a point only because of the lack of "Oh $#!+, What are we gonna do now?" flavor text
Oh I was so close to adding that. It did make the contemplate adding a Spike in armor dial to the chases, but haven't gotten around to it. It would definitely have the text.
I wanted to add something in there show the special relationship Spike and Bumblebee had in the cartoon. I thought layering the defense power would help with that.
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049 sparkplug - the attack bonus and the sweet, low defend makes that supporting role support roll of 5 a cinch. that alone earns his 25 pt cost, but the fuel shenanigans is awesome. the poison part was given a big range and unavoidable tag to be worth his life, but easily a fair trade, and I mean fair, not broken. the object removal is cool, too, though I think you need to specify how many tokens are removed from each dude
Ah yes, that would be a good idea... Now if I could just figure out how to word it...
Quote : Originally Posted by Hein2208
There is this one rules-issue you've been skating around a few times in this set, but it never became relevant until now: Vehicles can't change size! (See the Comprehensive Rulebook Supplement, p. 14).
This isn't necessarily a problem, but it does mean Jetfire will be -sized on those middle clicks. If you want to change that, you would probably have to explicitly contradict the rule (specific beats general) with something like "...but does not ignore effects that would replace his damage symbol".
I had thought about this. I had been trying to avoid size changing vehicles. I decided it would be ok in this case, since the size change and vehicle only overlap a couple of clicks and is fine if played by the rules and kept the . Doesn't effect the character greatly. I thought about adding a size clause to the power, but it seemed like unnecessary extra text just to have a giant half plane / half robot.
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This is a small nitpick, but I would replace "first place the pilot adjacent" in the defense special with "immediately place the pilot adjacent". I feel like that makes the timing more clear.
Good call. Not sure where my brain was, this seems pretty obvious 'immediately' has been the nomenclature of choice for some time.
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Also, WizKids were sensible enough to let "Protected"-effects be grouped, so you can just write "Protected: Outwit, Pulse Wave." for his defense special.
Another good call. I couldn't remember how WK did it and was just too tire/lazy to look it up. Thanks for clarifying that for me.
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Hey, that's my department, Baron!
I agree, though, you should specify how many tokens are removed. The character selection and the scope of the "-or-" could also be clearer. I suggest:
or (without bold text, of course)
LOL Yeah, I thank the former is what how it should be worded. Trice thanks for the suggestion.
I had thought about this. I had been trying to avoid size changing vehicles. I decided it would be ok in this case, since the size change and vehicle only overlap a couple of clicks and is fine if played by the rules and kept the . Doesn't effect the character greatly. I thought about adding a size clause to the power, but it seemed like unnecessary extra text just to have a giant half plane / half robot.
Yeah, that makes sense. Alternatively, Jetfire is one of the bigger 'Bots around, so you could probably justify making him a full-dial , if you wanted. Of course, that would make the "Robot Mode" special power a bit less special, so the way it works currently, is also fine.
Quote : Originally Posted by Renokhan
[...]
Trice thanks for the suggestion.
I'm always happy to help. Especially with great designs like these
We Must Protect Them: When Buster is the pilot of a vehicle, it can use Willpower.
Creation Matrix: Once per game, when an adjacent friendly character with the Autobot keyword would be KO'd, instead turn that character to its last non-KO click and roll a d6 and heal the character half the result. After resolutions, turn Buster to click #6.
Control Machines With A Thought: Willpower, Telekinesis, Mind Control. When Buster uses Mind Control, he can only target characters with the armor, robot, or vehicle keyword.
WE'VE GOT TO MOVE (Sidestep)
IT'S ALL SO OBVIOUS NOW? (Force Blast)
ALWAYS IN TROUBLE (Mastermind)
LEVITATING ENGINE PARTS (Energy Shield/Deflection)
FRIEND OF THE AUTOBOTS (Perplex)
THE STRUCTURE, THE WAY THEY WORK...(Support)
buster is really cool. the pilot add alone is very functional, but the way he unlocks the power is a neat safeguard, especially using the burning it out to click #6. once he ramps up, the massive attack stats are so cool compared with the wimpy dmg, because it showcases his mastery of machines so well with what it does to his mc and tk options. reading this dial got this gem stuck in my head:
buster is really cool. the pilot add alone is very functional, but the way he unlocks the power is a neat safeguard, especially using the burning it out to click #6. once he ramps up, the massive attack stats are so cool compared with the wimpy dmg, because it showcases his mastery of machines so well with what it does to his mc and tk options. reading this dial got this gem stuck in my head:
you're welcome for this awesome ear worm
I love that song. It would also make for some pretty sweet flavor text for Optimus
buster is really cool. the pilot add alone is very functional, but the way he unlocks the power is a neat safeguard, especially using the burning it out to click #6. once he ramps up, the massive attack stats are so cool compared with the wimpy dmg, because it showcases his mastery of machines so well with what it does to his mc and tk options. reading this dial got this gem stuck in my head:
you're welcome for this awesome ear worm
Quote : Originally Posted by Hein2208
I love that song. It would also make for some pretty sweet flavor text for Optimus
get your hot dogs out, 'cause bonecrusher is pouring out the relish (oof that was terrible ). I love that , getting cumulative attack bonuses for increasing map destruction is very clever and a win/win for his role. combined with his dmg bonus from his charge sp and this little guy is throwing on a whole mess of modifiers as he clutters up the map with cardboard before slapping you in the face. I dig the symmetrical dials, too. is there an easter egg reason for that?
Fast Forces #002 Scavenger
Team: No Affiliation
Range: 5
Points: 50
Keywords: Constructicons, Decepticons, Robot, Vehicle
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TRANSFORM: Excavator: FREE: Turn Scavenger to the same click # of a different color.
Shovel: GIANT REACH: 3. When Scavenger uses Giant Reach, he may draw line through blocking terrain. After the attack resolves, destroy those pieces of blocking terrain.
COME OUT SHOOTING (Running Shot)
TRACK-WHEEL (Sidestep)
LASER PISTOL (Precision Strike)
WATCH OUT FOR MY SHOVEL (Quake)
EVACUATOR (Super Strength)
ROBOT IN DISGUISE (Toughness)
SHOVEL DEFLECTIONS (Energy Shield/Deflection)
ROCKET LAUNCHER (Range Combat Expert)
VEHICLE MODE (Shape Change)
EVERYTHING IS WORTH SOMETHING, INCLUDING ME (Close Combat Expert)
The Constructicons won't be robots with vehicle modes, like most of the others?
I wanted to keep each one to 50 points, so I decided to make them the decepticon version of the Autobot Minicars. To keep their cost down, I limited their special symbols.
Quote : Originally Posted by Baron Impossible
I dig the symmetrical dials, too. is there an easter egg reason for that?
I wanted to keep each one to 50 points, so I decided to make them the decepticon version of the Autobot Minicars. To keep their cost down, I limited their special symbols.
Fast Forces #003 Scrapper
Team: No Affiliation
Range: 0
Points: 50
Keywords: Constructicons, Decepticons, Robot, Scientist, Vehicle
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TRANSFORM: Loader: FREE: Turn Scrapper's dial to the same click # of a different color. // When Scrapper's click # is red, he has range value of 4.
Single Jet Levitation Wing: FREE: Modify speed -1 and Scrapper has until your next turn.
Constructions Made Out Of The Bodies Of Your Enemies: When an adjacent opposing character with the Robot or Vehicle keyword is KO'd, after resolutions, Barrier at no cost.
Leader of the Constructicons: Barrier, Leadership. When Scrapper uses Leadership, he may only remove tokens from characters with the Constructicons keyword.
MY WORK IS MY MONUMENT TO -AND OF- MY ENEMIES (Sidestep)
RUN 'EM DOWN (Charge)
IMMENSE STRENGTH (Super Strength)
FRONT MOUNTED SHOVEL (Blades/Claws/Fangs)
ROBOT IN DISGUISE (Toughness)
REINFORCED HARDENED STEEL SHOVEL (Invulnerability)
BRILLIANT ENGINEER (Support)
VEHICLE MODE (Shape Change)