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Burst Man
Real Name: Burst Man
Team: Robot Masters
Range: 4
Points: 50
Keywords: Robot, Robot Masters
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Weak to Scorch Wheel: When Burst Man takes damage from an attack in which the attacker used a Special Power called "Scorch Wheel", he takes 1 additional click of damage. "BURN" ignore the Robot Masters team ability. Scattered Bombs: When Burst Man takes at least two clicks of damage from a single attack, place three Bomb Markers in clear terrain within three squares of Burst Man. At the beginning of your next turn, all characters adjacent to Bomb Markers take one click of Penetrating Damage, and the Bomb Markers are removed. Danger Wrap: BURST: Burst Man can use Incapacitate, dealing his printed damage value -1. When he does, the target is knocked back two squares, even if it ignores knockback. Characters knocked back this way cannot take knockback damage. After Incapacitate resolves, roll a d6. On a result of 5-6, deal the target one penetrating damage and remove the action token dealt by Incapacitate.
One thing that was pretty neat about Mega Man 7 was that the Robot Master designs got immensely more intricate. Whether you liked that or not was personal, but for me, it's pretty cool. The designs are pretty cool, distinct, yet still feel appropriately Mega Man.
The first boss I tended to go up against was Burst Man. He's tricky, but a Charge Shot can really knock him off his feet if you time it well, and he serves as a good entry into the game.
Burst Man is fairly straightforward. He's not fast, his attack values are okay, and Deflection makes him tough to hit at a range since he's constantly spraying bubbles out at you.
I wasn't sure whether to classify his power as HYDRO or BURST, but then I remembered his name. It had to be BURST. Danger Wrap wraps you up in a bubble with a bomb included, so you get knocked off the ground and drift backwards, so you'll never slam into a wall, but you may gently drift into it. After that knockback, you may get blow'd up, which would pop the bubble. So you're either taking some damage along with an action token and knockback, or you're taking some damage, getting knocked back, and then taking another click of damage. It's a bit randomized, but effective.
And be careful about how close you are to Burst Man when you hit him! Hit him too hard, and you'll spill a bunch of his bombs all around him! He's strong against ranged attacks, yes, but close attacks can put you in a world of hurt. Thankfully, the damage from Bomb Markers doesn't stack, so you've got that buffer at least.
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Thanks! I'm pretty proud of Burst Man. I was going to have him be more straightforward, just the basic powers and Danger Wrap, but at the last moment included the scattering bombs that make him unique.
ASK ME ONCE I’LL ANSWER TWICE JUST WHAT I KNOW I’LL TELL BECAUSE I WANNA!
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Cloud Man
Real Name: Cloud Man
Team: Robot Masters
Range: 6
Points: 60
Keywords: Robot, Robot Masters
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Weak to Danger Wrap: When Cloud Man takes damage from an attack in which the attacker used a Special Power called "Danger Wrap", he takes 1 additional click of damage. "BURST" ignores the Robot Masters team ability. Weather Control Robot: Modify Cloud Man's attack and range values by +1 if he is occupying Outdoor Terrain. If he occupies Indoor Terrain, he must use Earthbound/Neutralized. Gusting Winds: Cloud Man can use Sidestep and Force Blast. Thunder Bolt: ELECTRIC: Cloud Man can use Precision Strike. When he does, choose a straight line two squares in both directions adjacent to the target. Deal any characters that would be hit by the attack one click of unavoidable damage.
Cloud Man does what clouds do best - makes it rain and hurls lightning. He flies, but isn't fast. Between his special Speed power and Force Blast, he's got a lot of Knockback opportunities, Deflection protects him at a range up front while Willpower keeps him going towards the back. A smattering of Pulse Wave in the middle and Enhancement at the end are cherries on top.
It's the Thunder Bolt that's truly standout. With this power, Cloud Man strikes with electrical Precision, with the lightning spreading in a nice straight line on either side of the hit target, doing a bit of extra damage along the way. Strategic selection of where the lightning travels can cause enemy clusters a bit of pain.
Cloud Man very much prefers to be outside, where he gets a boost to his Attack and Range. But don't go thinking it's all hunky dory if he's inside! Cut off from the weather, he can no longer fly, taking away his mobility advantage! Map selection is key with Cloud Man.
Last edited by No-Name; 07/17/2018 at 11:19..
ASK ME ONCE I’LL ANSWER TWICE JUST WHAT I KNOW I’LL TELL BECAUSE I WANNA!
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Junk Man
Real Name: Junk Man
Team: Robot Masters
Range: 5
Points: 60
Keywords: Robot, Robot Masters
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Movement: Ignores Hindering Terrain Weak to Thunder Bolt: When Junk Man takes damage from an attack in which the attacker used a Special Power called "Thunder Bolt", he takes 1 additional click of damage. "ELECTRIC" ignores the Robot Masters team ability. Collecting Spare Parts: Junk Man may be given a Power Action when he is adjacent to a standard object to remove it from the game. If it was a Light Object, Junk Man may heal 1 click. If it was a Heavy Object, Junk Man may heal 2 clicks. Junk Man cannot be healed any other way. Junk Shield: SHIELD: Give Junk Man a Free Action to attack the Junk Shield marker. When the Junk Shield is attached, Junk Man can use Energy Shield/Deflection and Poison, dealing Penetrating damage with it. When Junk Shield has affected a total of three characters with Poison or if Junk Man is targeted with an attack that isn't a Critical Miss while the Junk Shield is active, it is removed. Heavy Landing: Junk Man can use Quake. If the result of his Quake roll is doubles, choose one hit target and give that target an action token.
Junk Man is a pretty cool concept, and kind of typical of Dr. Wily's design aesthetic. For all his egotistical ranting about how great of a robotics genius he is, he's not very great at designing robots. Awesome at programming and reprogramming them, but actually coming up with robots? He has a staggering lack of imagination.
Junk Man is one of the rare robot masters he actually designed himself, and wouldn't you know it, he's just made up of discarded scraps of old robots, and his main job was to find more discarded scraps of robots for Wily to make more piecemeal robots out of. Staggering lack of imagination, like I said.
But Junk Man is big and powerful, so naturally, he gets modified to fight Mega Man. He can use his ability to draw Junk in to himself in creative ways, using it to heal himself depending on the heft of the junk. He's heavy enough to slam into the ground hard, causing stunning shockwaves. He's got a lot of damage reducers to keep him in the fight.
The Junk Shield is his biggest draw, creating a whirling dervish of metallic garbage that damages any enemy that gets too close while deflecting shots. But if it causes too much damage, it is destroyed. To that end, Junk Shield deals penetrating Poison damage, but only so many times before it is smashed. Furthermore, the shield can be shot down.
Junk Man doesn't have the best stats for his cost, especially in his attack track, but his powers can make him a dangerous opponent to face down.
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Love his Thunderbolt power and the way he works in outdoor/indoor terrain. My only quibble would be changing "can use" to "has" or "must use," that way there's no ambiguity about player choice.
Junk Man
Wow, I had no idea that was his history. Was that detailed in the Archie comics or in the Megaman 7 manual?
Either way, fun dial! The Junk Shield initially seems overpowered until you look at the full scope of its mechanics and the surrounding dial. I think you wind up with a perfectly costed quirky menace!
Thanks! I've modified Cloud Man to change "Can" into "Must". I wish "must" would show up more in Clix, as I too dislike the ambiguity that "can" provides.
I knew that Junk Man's powers could risk being too powerful, but thankfully, the game included limits that were fairly easy to implement to prevent them from being too tough. He never had a full appearance in Archie (only managing a cameo in the crossover with Sonic the Hedgehog), but I grabbed his backstory from his wiki entry, and I'm honestly not sure where it came from beyond that.
One of the things I've come to love about the series as an adult that I just never bothered with as a kid is the Robot Master backstories. So many of them are stolen and repurposed by Wily, and the very few he made himself tended to be modifications on someone else's design work (i.e. Metal Man is an upgrade of Cut Man, Crash Man is Bomb Man Plus Gutsman, etc.), and when he does design them himself, they're deliberately haphazard like Junk Man.
It answers the ages-old question "Why does Doctor Wily come up with crappy robots like Charge Man?" in a satisfying way. Answer: he doesn't. They were made by others with very specific non-combat purposes, and he just corrupted their programming.
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Freeze Man
Real Name: Freeze Man
Team: Robot Masters
Range: 6
Points: 60
Keywords: Robot, Robot Masters
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Weak to Junk Shield: When Freeze Man takes damage from a Special Power called "Junk Shield", he takes 1 additional click of damage. "SHIELD" ignores the Robot Masters team ability. If "SHIELD" would prevent an attack, the character using the "SHIELD" power may make a close attack targeting Freeze Man. After this attack resolves, the "SHIELD" effect is removed. Taunting Mega Man : Freeze Man can use Perplex, but only to modify attack values by -1. Freeze Cracker: FREEZE: If Freeze Man targets a square of blocking terrain with a ranged attack, he may draw line of fire to up to two opposing characters within two squares and clear line of fire to the targeted square. Targets hit by Freeze Cracker cannot move or be moved until the beginning of your next turn. Freeze Cracker cannot destroy Blocking Terrain. Absorb the Chill: Freeze Man ignores the effects of FREEZE attacks. When he is hit with a FREEZE attack, instead of taking damage, heal him 2 clicks.
Freeze Man is all about his Type, and is a character much like Oil Man, that makes me very happy that Squabbler convinced me to implement a Type system. It really helps him feel more accurate. Not only is his ability a FREEZE type, but his late-dial defensive ability redirects FREEZE attacks into healing. While you may not be able to trick enemies into targeting him with their FREEZE, you may be able to utilize a FREEZE attack that emulates Pulse Wave to your advantage...
Freeze Man is interesting, as when you start the fight against him, he will not move against you unless you make the first move. Whether you move or shoot can affect how his attack cycle begins. But until you make the first move, he will mock you and taunt you. So here we have him doing just that, in the form of a Perplex that can only drop attack values.
He's not the fastest guy around, but he starts off pretty mobile, running in and firing his Freeze Cracker. It can either be a straight shot that immobilizes a target, or you can target the wall nearest your true target and possibly hit him and another besides. This ability can really encourage your enemies to stay away from the blocking terrain.
Willpower keeps him going, and Deflection keeps him protected from Range. He just needs to watch out for Junk Shield, which can really mess him up.
Last edited by No-Name; 07/19/2018 at 15:00..
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Slash Man
Real Name: Slash Man
Team: Robot Masters
Range: 0
Points: 70
Keywords: Animal, Robot, Warrior, Robot Masters
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Movement: Ignores Hindering Terrain Weak to Freeze Cracker: When Slash Man takes damage from a Special Power called "Freeze Cracker", he takes one additional click of damage. "FREEZE" ignores the Robot Masters team ability, and deals one click of unavoidable damage if it has no damage value. Adhesive Bombs From Cover: Slash Man can use Stealth. When he occupies Hindering Terrain, he can use Incapacitate with a range value of 4 Slash Claw: SLICE: Slash Man can use Blades/Claws/Fangs with Giant Reach: 2 Wild Temperament: Modify Slash Man's attack by +1 if he occupies Hindering Terrain.
And now, we move on to the second half of the Mega Man 7 Robot Masters with Totally Not Wolverine Man! I mean Slash Man! Slash Man here is the best there is at what he does, and what he does is... er... Slash!
Fighting Slash Man was a tricky matter, trying to keep up with him as he bounds all around the arena, slowing down just enough to slash at you with his claws. Hit him hard enough, and he'll jump up into the rafters of his stage, unhittable from Stealth while he drops goo bombs on you to immobilize you for a diving strike.
So here, Slash Man is fast, ignores hindering terrain on movement, and can park himself in Stealth. He gets some distinct bonuses for hiding in hindering terrain, and not only because so much of Mega Man is ranged-focused and he needs the protection. When he's hiding, he can lob goo bombs at his enemies, and at the end of his dial, gets an attack bonus for being well-hidden! His stats are high overall, especially in terms of Speed and Attack.
His damage value in and of itself isn't too great, but he's got a full dial of Giant Reach BCF to make up for it! In the right hands, Slash Man is a deadly melee combatant who refuses to be underestimated. Make sure you've got your FREEZE ready to roll if you're facing him!
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Spring Man
Real Name: Spring Man
Team: Robot Masters
Range: 5
Points: 60
Keywords: Robot, Robot Masters
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Movement: Ignores Elevated Terrain Weak to Slash Claw: When Spring Man takes damage from a Special Power called "Slash Claw", he takes one additional click of damage. "SLICE" ignores the Robot Masters team ability. Spring Vortex: Spring Man takes no damage from "ELECTRIC". When he is successfully hit by an "ELECTRIC" attack, roll a d6, halve the result minimum 1, and place all characters within range that many squares closer to Spring Man. Wild Coil: STRIKE: Spring Man's ranged attacks ignore characters for line of fire purposes and cause KNOCKBACK. Wild Coil may target two characters in a straight line on either side of Spring Man, dealing his full damage value to each. Spring Punch: Spring Man can use Exploit Weakness and Giant Reach: 3
Another Robot Master that makes me really glad for the Type system (Thanks again, Squabbler! You da man!), Spring Man is a chaotic, bounding force of mischief and map control.
While he doesn't deal a whole heck of a lot of damage, and his attack isn't great, he is fast and evasive, and has plenty of nasty tricks up his coiled sleeves to get characters moving whether they want to or not.
First up, is Wild Coil. In the game, this bouncing attack is thrown to either side, sending two projectiles bouncing in opposite directions. I opted for that over the charging aspect of it, as that felt a bit more special and distinct. Here, the attack bounces over characters to hit its true target, and can target two enemies at once, but they have to be on either side of the attacker in a straight line. It's a situation that may not come up very often, but when it does, it'll cause a lot of problems, especially with knockback applied, because when you get hit by the spring, you know you're gonna bounce.
Mid-dial, he switches his tactics up, going for a long-reach stretch punch that can get right through your defenses for a modest 2 damage. Wild Coil comes back in the end with some Perplex to allow your options to vary.
One thing you may not have realized about Spring Man is that he was completely invulnerable to Thunder Bolt. Not only was he invulnerable to it, but it in fact turned him into a swirling vortex that pulled you in! It's something that probably won't ever come up in game, but it can allow him to approach certain attackers with relatively little fear. Cloud Man, Elec Man, Spark Man et al don't want to see him on the opposite end of the field.
Last edited by No-Name; 07/23/2018 at 17:28..
ASK ME ONCE I’LL ANSWER TWICE JUST WHAT I KNOW I’LL TELL BECAUSE I WANNA!
SOUND DEVICE AND LOTS OF ICE I'LL SPELL MY NAME OUT LOUD BECAUSE I WANNA!
Ah, Spring Man. The lamest of them all.XD A fiar dial, though.
I honestly had no idea about the T. Bolt use on him. Then again I didn't learn til years after what crash bomb does to Heat Man.
Ha! That may be my second favorite Mega Man animation after "Mega Man and the Pompous Robots". Thanks for the input, guys! As always, it's appreciated!
ASK ME ONCE I’LL ANSWER TWICE JUST WHAT I KNOW I’LL TELL BECAUSE I WANNA!
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Shade Man
Real Name: Shade Man
Team: Robot Masters
Range: 6
Points: 75
Keywords: Monster, Robot, Robot Masters
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Weak to Wild Coil: When Shade Man takes damage from a Special Power called "Wild Coil", he takes one additional click of damage. "STRIKE" ignores the Robot Masters team ability. Robot Vampire: Shade Man begins the game in click # 3. Shade Man can use Steal Energy, and can heal beyond his starting line. If he targets a character without the Robot keyword with Steal Energy, modify his attack by -2. Swoop Dive: Shade Man can use Charge. You may use one square of Shade Man's movement during a Move Action to place a Soaring token on his dial. When the Soaring token is attached, all range drawn to him is halved and modify his speed value by -2. If Shade Man uses Charge while the Soaring token is attached, remove it to modify his attack by +1. Noise Crush: AERO: Shade Man can use Penetrating/Psychic Blast. If Noise Crush misses its target, place a Reverberating token on Shade Man's card. When he uses Noise Crush with a Reverberating Token, remove the token and modify damage by +1. Petrifying Stare: Shade Man can use Incapacitate. He can use it normally, or he can use it as a Free Action if he modifies his Attack value by -2.
Shade Man just has all the coolest tricks in the game. I mean, for one thing, he's a robot vampire, so he's got that badass thing going for him. For another, his inherent stage music is appropriately creepy, and for another, you can, by holding the B button down when you first select his stage (before he's beaten) change that music to a really cool Ghosts 'n Goblins remix. For a third thing, his castle is where you confront Proto Man to obtain his Proto Shield for yourself.
Shade Man himself is designed to play like the vampire dials we've come to know and love. So he starts on Click # 3 and has inherent Steal Energy. This can be used to heal up to those uber clicks at the top, but he's not nearly as efficient at Stealing Energy from non-robots.
Noise Crush sends out powerful waves of sonic energy. They'll hit for penetrating damage on their own, but if they miss, they'll bounce back to Shade Man where his body will amplify it for more damage next go around.
His movement track has him generally more prone to melee attacks, however, since most of it has a Special speed power that allows him to fly up to the rafters and dive bomb down on you, where he's ready to suck your blood - oil! Oil. He's a robot. Blood won't do him too much good. He's harder to shoot when he's up high, and he'll attack a little better when he swoops down from that height, even if he's not able to Charge as far. A nice little tradeoff.
He's also got a petrifying gaze which can stop you in your tracks. He can Incapacitate as normal, or he can do it for free if he drops his Attack value by a whopping 2. Shade Man is full of nasty tricks and surprises, and may be one of the most dangerous opponents Mega Man can face.
Last edited by No-Name; 07/25/2018 at 10:59..
Reason: Modified to include a true Starting Line. Thanks, Squabbler!
ASK ME ONCE I’LL ANSWER TWICE JUST WHAT I KNOW I’LL TELL BECAUSE I WANNA!
SOUND DEVICE AND LOTS OF ICE I'LL SPELL MY NAME OUT LOUD BECAUSE I WANNA!