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Let me ply my hand at it, if I may, taking a page from the book of the weird:
Frill: Invulnerability. // At the end your turn, place Slag so that his horns are pointing along a direct line facing away from a map edge of your choice. This indicates the direction Slag is facing. Invincible, but only when a line of fire is drawn through the side he is facing.
If you wanted, you could further incorporate his charge effects into his faced side
Let me ply my hand at it, if I may, taking a page from the book of the weird:
Frill: Invulnerability. // At the end your turn, place Slag so that his horns are pointing along a direct line facing away from a map edge of your choice. This indicates the direction Slag is facing. Invincible, but only when a line of fire is drawn through the side he is facing.
If you wanted, you could further incorporate his charge effects into his faced side
A good attempt, but The Weird is also 1x1 so "side" is more clearly defined for him, since it's synonymous with the side of a square (which is used in the rules for walls). I don't think it's unambiguous enough to work for a 2x2 area.
I do like your more general granting of Invincible, though, since it hardly matters if he gets it when other lines of fire are drawn through his chosen side.
I was thinking maybe uxm024 Cyclops could serve as inspiration, using two diagonal LoFs to define an area the attacker has to occupy, but choosing the LoFs is again too complicated with a 2x2 character.
We could use a different word to disassociate the effect from the game term 'square' with something like "... pick one side of the tetragon of squares Slag occupies...", but I don't like that idea too much.
And now that I think about it more, my corner idea is bad, too. Since the opponent can pick which of Slag's squares they want to attack, it only really blocks attacks coming from the corner directly along the diagonal.
Maybe we could extend the coverage a bit:
"At the end of your turn, pick a map edge. When Slag is attacked by a character who is closer to the chosen map edge than Slag is, he can use Invincible during that attack."
(this also covers close attacks, but that would be fairly easy to change)
That would cover more than the 90 degree area, but at least it's fairly simple to understand.
Edit: Here's another corner-approach, which covers roughly 90 degrees:
"At the end of your turn, pick a square Slag occupies. When Slag is the target of a range attack, if the attacker is closer to the chosen square than any other square Slag occupies (ties count), he can use Invincible during that attack."
g002 slag - a stroke of PURE genius to make the minimum blades roll based on his charged squares. the direct path keeps it on the up and up and makes that sp sing. man oh man, that's wonderful. the ol' extra protection schtick is especially interesting on (what I assume is) a 2x2 base. speaking of frill, all the frills are on the dino form. the bot gets the svelte, clean dial but is far from lacking in offense. I also like the casual (though not at all strict) range v melee distinction. might I suggest a simpler wording for his friends as "Protected: Empower/Enhancement."?
Quote : Originally Posted by Hein2208
That would certainly simplify it, Baron, but it would lose the Dinobot exception along the way.
Interesting to be sure, but also a bit messy. At the very least I would recommend changing it to "... pick a side of a square..." (without the italics) since Slag occupies multiple squares. However, that would only grant protection from 1/8th of his circumference, and would be pretty easy to shoot around, since the opponent can pick any square Slag occupies to attack through.
The simplest fix that covers 1/4th of the circumference would be something like this:
"At the end of your turn, pick a square Slag occupies. Until your next turn, Slag can use Invincible when targeted by a range attack, if the attacker draws the line of fire through the chosen square."
(I also changed the phrasing of the last sentence to something I think is more in line with the rules.)
That would essentially protect one corner of Slag's circumference, rather than a side, but it would be 1/4th of it, like a side would be 1/4th of the circumference for a 1x1 character.
Edit: This corner idea covers too little, see discussion in the comments below /Edit
If you want to cover a single side, but include both squares that have that side that would probably be pretty complicated to phrase in a way that works. Here's an attempt:
"At the end of your turn, pick two squares that share a side with each other and each share a side with a square that Slag occupies. Until your next turn, Slag can use Invincible when targeted by a range attack, if the attacker draws the line of fire through either of the chosen squares."
That should work the same way, but it's not that easy to read.
Quote : Originally Posted by Baron Impossible
Let me ply my hand at it, if I may, taking a page from the book of the weird:
Frill: Invulnerability. // At the end your turn, place Slag so that his horns are pointing along a direct line facing away from a map edge of your choice. This indicates the direction Slag is facing. Invincible, but only when a line of fire is drawn through the side he is facing.
If you wanted, you could further incorporate his charge effects into his faced side
Quote : Originally Posted by Hein2208
A good attempt, but The Weird is also 1x1 so "side" is more clearly defined for him, since it's synonymous with the side of a square (which is used in the rules for walls). I don't think it's unambiguous enough to work for a 2x2 area.
I do like your more general granting of Invincible, though, since it hardly matters if he gets it when other lines of fire are drawn through his chosen side.
I was thinking maybe uxm024 Cyclops could serve as inspiration, using two diagonal LoFs to define an area the attacker has to occupy, but choosing the LoFs is again too complicated with a 2x2 character.
We could use a different word to disassociate the effect from the game term 'square' with something like "... pick one side of the tetragon of squares Slag occupies...", but I don't like that idea too much.
And now that I think about it more, my corner idea is bad, too. Since the opponent can pick which of Slag's squares they want to attack, it only really blocks attacks coming from the corner directly along the diagonal.
Maybe we could extend the coverage a bit:
"At the end of your turn, pick a map edge. When Slag is attacked by a character who is closer to the chosen map edge than Slag is, he can use Invincible during that attack."
(this also covers close attacks, but that would be fairly easy to change)
That would cover more than the 90 degree area, but at least it's fairly simple to understand.
Edit: Here's another corner-approach, which covers roughly 90 degrees:
"At the end of your turn, pick a square Slag occupies. When Slag is the target of a range attack, if the attacker is closer to the chosen square than any other square Slag occupies (ties count), he can use Invincible during that attack."
When Baron posted earlier I realized I was not thinking of his 2x2 base when I came up with that power. I was trying to think of the simplest way to convey direction. I do like the idea of the base and its actual orientation on the board being a game mechanic, but I think maybe simpler is better.
I could go with something so simple as "Invulnerability. Energy Shield/Deflection."
or
"Invulnerability. Invincible, but only when targeted with a range attack."
or
"Invulnerability. At the end of your turn, pick two square Slag occupies. Slag can use Invincible when line of fire drawn through either square."
Common #G003 Sludge
Team: No Affiliation
Range: 5
Points: 75
Keywords: Autobots, Dinobots, Animal, Past, Robot
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TRANSFORM: Apatosaurus: FREE: Turn Sludge to the same click # of a different color.
Dino-Hide: Sludge can reduce penetrating damage.
Slowest Of The Dinobots: Speed -1 when Sludge is does not occupy water terrain. // When Sludge is targeted by Outwit, roll a d6. 1-2: your opponent may choose a second power on Slag.
Incredible Mass: When Sludge ends his movement not in water terrain, after resolutions, he can use Quake at no cost if he has not made an attack this turn. // Charge, but Sludge must stop when he moves into a square that is not water terrain.
Tail Swing: Close Combat Expert, but as CLOSE.
Practically Invulnerable to Lasers : Toughness, Energy Shield/Deflection. When a range attack misses Sludge by more than 3, after resolutions, deal an opposing character within 3 squares 1 penetrating damage.
STOMP YOUR ENEMIES... (Sidestep)
SWORD (Blades/Claws/Fangs)
...CRUSH HIM UNDER YOUR FEET (Quake)
IMMENSE ENDURANCE (Invulnerability)
ARMORED HIDE (Impervious)
ROBOT IN DISGUISE (Toughness)
LASER CANNON (Range Combat Expert)
IMMENSE BULK (Battle Fury)
I love the slow, dumb approach, but coupled with his extreme tankiness, he should do alright. in fact, especially because his end dial on the bot is designed to "deflect" range attacks onto enemies makes him great. very cleverly worded. attack spike in the middle is nice to see after taking a licking and keeping on ticking and the immediate drop off afterward is a fun design flow, especially since it's coupled with that great design cheat of end-dial rce. the dino dial carries over that slow but sturdy design philosophy, doing interesting things with water terrain. I especially like that great design cheat of cce with lower attack values (especially since it's as CLOSE ). the full move quake goes a long way to make a slow brawler work. appreciate the ramped up values as he gets into the swing of things. shuffling the 11s around on a sf format is a great way to get extended play throughout the game.
one recommendation i'd make is to shuffle the wording of the sp so it flows more smoothly. I humbly offer: "When Sludge ends his movement not in water terrain, after resolutions, he can use Quake at no cost if he has not made an attack this turn."
one recommendation i'd make is to shuffle the wording of the sp so it flows more smoothly. I humbly offer: "When Sludge ends his movement not in water terrain, after resolutions, he can use Quake at no cost if he has not made an attack this turn."
great to see you posting again
Thanks for the feedback. And thank you for the phrasing suggestion. It is definitely better wording.
Uncommon #G005 Swoop
Team: No Affiliation
Range: 6
Points: 75
Keywords: Autobots, Dinobots, Monster, Robot, Past
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TRANSFORM: Pteranodon: FREE: Turn Swoop to the same click # of a different color.
Air-To-Air Missiles: Attack +1, but only when targeting a character with with a range attack.
Fear Is My Greatest Weapon: When Swoop moves in a direct path, after resolutions, choose a combat value and modify that combat value -1 until your next turn on all characters whose square Swoop moved through.
FEAR CAN HIT TARGETS... (Charge)
...UNREACHABLE BY BULLETS (Sidestep)
DIVE BOMB AT 250 MPH (Running Shot)
EXPLOSIVE WARHEADS (Energy Explosion)
RAZOR SHARP TEETH (Blades/Claws/Fangs)
ROBOT IN DISGUISE (Toughness)
BRITTLE WINGS (Energy Shield/Deflection)
THERMAL SWORD (Exploit Weakness)
TWIN MISSILE LAUNCHERS (Range Combat Expert)
EMPTY LAUNCHERS (Battle Fury)
Fear Is My Greatest Weapon: When Swoop moves in a direct path, after resolutions, he can use Perplex to target every character who square he moved through (regardless of range and line of fire). He modifies the same combat value -1 on all targeted characters.
That should say "whose" instead of "who".
Apart from that, you're also changing Perplex so much that I think you might be better off cutting the ties to Perplex and just writing the effect you want. Something like:
Quote
When Swoop moves in a direct path, after resolutions, choose a combat value and modify that combat value -1 on all characters whose square Swoop moved through.
I assume you're aware that both versions target both friendly and opposing characters.
Also, since this is a special power, and not a trait, it can still be Outwit'ed whether you tie it to Perplex or not.
[wuote]Apart from that, you're also changing Perplex so much that I think you might be better off cutting the ties to Perplex and just writing the effect you want. Something like:
[/quote]
I originally had wording similar to this, but it was much more clunky than what you have. I fell like your wording is much clearer than my original wording, so I'll go with that (I did including the "until the beginning of your next turn" to it - I feel like it needs a duration).
"When Swoop moves in a direct path, after resolutions, choose a combat value and modify that combat value -1 until the beginning of your next turn on all characters whose square Swoop moved through."
Quote
I assume you're aware that both versions target both friendly and opposing characters.
Also, since this is a special power, and not a trait, it can still be Outwit'ed whether you tie it to Perplex or not.
Correct. That's what exactly what I wanted.
Thanks again for the help on the wording. You've been an invaluable help.
I originally had wording similar to this, but it was much more clunky than what you have. I fell like your wording is much clearer than my original wording, so I'll go with that (I did including the "until the beginning of your next turn" to it - I feel like it needs a duration).
"When Swoop moves in a direct path, after resolutions, choose a combat value and modify that combat value -1 until the beginning of your next turn on all characters whose square Swoop moved through."
Right you are. I forgot the duration. “until your next turn” should be sufficient, though. That’s what Perplex uses.
Quote : Originally Posted by Renokhan
Thanks again for the help on the wording. You've been an invaluable help.
either way I am loving how the dials criss-cross. melee into range coupled with range into melee is a great work. I especially love that with a sf package how easy it could be for each to be one-note, that's what we go for in the mechanic, but the paired blends make it so much more charming, especially since both work for both. the rammy perplex is such a wonderful idea, too. it invokes the shadow of wings, a blood curdling screech and the furtive look to the skies. really nice
...
the rammy perplex is such a wonderful idea, too. it invokes the shadow of wings, a blood curdling screech and the furtive look to the skies. really nice
You might say it’s... like some vast, predatory bird?
either way I am loving how the dials criss-cross. melee into range coupled with range into melee is a great work. I especially love that with a sf package how easy it could be for each to be one-note, that's what we go for in the mechanic, but the paired blends make it so much more charming, especially since both work for both. the rammy perplex is such a wonderful idea, too. it invokes the shadow of wings, a blood curdling screech and the furtive look to the skies. really nice
Thanks. I like the balance of this dial as much as any I've done. I'm glad it didn't go unappreciated.
Quote : Originally Posted by Hein2208
You might say it’s... like some vast, predatory bird?