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Galaxy Man
Real Name: Galaxy Man
Team: Robot Masters
Range: 6
Points: 70
Keywords: Cosmic, Robot, Vehicle, Light Labs, Robot Masters
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Weak to Concrete Shot: When Galaxy Man takes damage from a Special Power called "Concrete Shot", he takes one additional click of damage. "BREAK" ignores the Robot Masters team ability. You Have a Right to Live!: Friendly characters with Real Name: Albert Wily can use the Light Labs Team Ability, but only to target characters with this Trait. Friendly characters with Real Name: Thomas Light can use the Dr. Wily team ability, but only to transfer damage to characters with this Trait. Teleporting UFO Form: Galaxy Man can use Phasing/Teleport. He may use Charge, ignoring terrain and characters for movement purposes as a Free Action, but only against an opposing character that was placed adjacent to the Black Hole Bomb token. Black Hole Bomb: BURST: Give Galaxy Man a Free Action to place a Black Hole Bomb token within range and line of fire. Give Galaxy Man a Power Action to Roll a d6 upon placing the Black Hole Bomb Token, and place opposing characters that many squares closer to the Black Hole Bomb, stopping when they reach adjacency. Characters that end the turn adjacent to the Black Hole Bomb take 2 clicks of damage, and any effects caused by a special power of the SHIELD type are ignored and then removed. Remove the Black Hole Bomb token at the beginning of your next opponent's turn.
Galaxy Man is probably my favorite Robot Master from 9. Cool design, cool effects, great weapon. Best weapon in the game, really. One of the best in the series, perhaps.
Galaxy Man flies and teleports, much like Astro Man, but instead of bombarding you with asteroids, he rips open space itself and develops a miniaturized black hole to draw you in. It both damages on contact and allows him to swoop in and attack while you're trying to escape.
Galaxy Man has nigh-unlimited mobility, with Flight, high numbers, and Phasing/Teleport the whole way down. His defenses are strong, with Super Senses and Shape Change up front to make nailing him difficult, and Deflection in the back to keep his ranged defenses high.
But it's really all about the Black Hole Bomb. He can place a Black Hole Bomb on the field for free, and take a Power Action to activate it, drawing opponents into it a number of squares equal to a die roll. Enemies better hope they don't land next to the Black Hole Bomb, because there's trouble for those that do! They take 2 clicks of damage (all without a die roll), and are susceptible to a UFO suddenly swooping in on them and hitting them for some more damage!
Galaxy Man has it all - he can help position his allies with Carry, he can position enemies with his Black Hole Bomb, and he can cause a good deal of damage too! And for a cherry on top, he can Outwit after he's taken a beating!
I beat this one! Mega Man 9 might be my favorite game in the series. It's an intense game that feels like a revitalization of all that'd ever worked in about the series. Great bosses, great platforming, excellent music... love this one to death.
Catching up, your characters are spot on! I dig that Splash Woman incorporates her robo-fish army and piercing trident.
You've also well-captured Concrete Man's concrete shot its terrain-altering properties. I could see that having great applications.
Of the three, Gravity Man's my favorite. His Black Hole Bomb is a nice, elegant way to control the battlefield and works pitch-perfectly to his game counterpart.
There's a lot of free Charge among this group, but I think you balance all that nicely with their range and movement. I'm realizing for the first time that many of the characters feel like their range feels dictated by the reach of each boss room, which is a great touch.
To me, Mega Man 9 would be perfect if only they hadn't taken away Mega Man's slide and Charge Shot. I get why they did it, hearken back to Mega Man 2 when the series truly became legend, but it just doesn't make sense that there are two random games in the tail end of the series where Mega Man can no longer do things he's done for over 20 years.
Though I love the little joke about it in the Archie series. Issue 19 had Mega Man out of commission (leaving Roll, Quake Woman, and Splash Woman to rescue a sinking cruise ship without his help) while Dr. Light and Dr. Lalinde worked together to develop the Slide Functionality, and Light is complaining about how for some reason he can't understand, the function doesn't work in "modes 9 and 10".
I'm particularly proud of Galaxy Man too, so thanks! Thankfully, Concrete Man and Galaxy Man should be the extent of the "free Charge" crew with this grouping. They kind of necessitate it with the way they battle.
ASK ME ONCE I’LL ANSWER TWICE JUST WHAT I KNOW I’LL TELL BECAUSE I WANNA!
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To me, Mega Man 9 would be perfect if only they hadn't taken away Mega Man's slide and Charge Shot. I get why they did it, hearken back to Mega Man 2 when the series truly became legend, but it just doesn't make sense that there are two random games in the tail end of the series where Mega Man can no longer do things he's done for over 20 years.
Though I love the little joke about it in the Archie series. Issue 19 had Mega Man out of commission (leaving Roll, Quake Woman, and Splash Woman to rescue a sinking cruise ship without his help) while Dr. Light and Dr. Lalinde worked together to develop the Slide Functionality, and Light is complaining about how for some reason he can't understand, the function doesn't work in "modes 9 and 10".
I'm particularly proud of Galaxy Man too, so thanks! Thankfully, Concrete Man and Galaxy Man should be the extent of the "free Charge" crew with this grouping. They kind of necessitate it with the way they battle.
Definitely agree about the charge shot & slide! It was a bit of a hump for me too, but I think because the game was designed so well that it made me appreciate the elegance of the engine. Glad that the game had Protoman DLC with that functionality, though!
haha man, those Archie comics seem like they're really smartly written. One of these days, think I'll need to dive into them...
Jewel Man
Real Name: Jewel Man
Team: Robot Masters
Range: 0
Points: 60
Keywords: Robot, Light Labs, Robot Masters
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Weak to Black Hole Bomb: When Jewel Man takes damage from a Special Power called "Black Hole Bomb", he takes one additional click of damage. "BURST" ignores the Robot Masters team ability. You Have a Right to Live!: Friendly characters with Real Name: Albert Wily can use the Light Labs Team Ability, but only to target characters with this Trait. Friendly characters with Real Name: Thomas Light can use the Dr. Wily team ability, but only to transfer damage to characters with this Trait. Jewel Satellite: SHIELD: Give Jewel Man a Free Action to attach the Jewel Satellite Marker to his base. When Jewel Satellite is attached, Jewel Man can use Invulnerability and Energy Shield/Deflection, and modify his Damage Value by +1 for Close Attacks. If a ranged attack targeting Jewel Man misses while Jewel Satellite is attached, the attacker receives one click of unavoidable damage. Remove Jewel Satellite when Jewel Man is successfully hit. Cut and Polished Jewels: Jewel Man can use Defend. Characters with their Defense value replaced by Jewel Man's can use Energy Shield/Deflection if Jewel Satellite is attached to Jewel Man.
Jewel Man - not capable of dealing too much damage all on his own, but he's a pretty solid support piece who can help keep your friends and allies alive. Without a range value, and with middling speed and low attack and damage, he's not contributing much to direct combat.
But Jewel Satellite is a fantastic power, protecting the user against ranged shots and deflecting them back at the attacker. In the game, this was invaluable against the inevitable small swarm of Mets you were bound to find, as you could just run through their area and when they open up to fire, they'll find their own shot right back in their cute little faces.
Here, if a ranged attack misses while Jewel Satellite is active, that attacker is going to take a ping of damage in return, making shooting at Jewel Man a risky investment. The Invulnerability and Deflection Jewel Satellite gives him puts the odds in his favor, and his Defense ability helps him spread the love to his allies, sharing a considerable 18 defense and possibly granting Deflection if those Jewels are active.
Topping off his role as a helper robot, he's also got a good run of Enhancement, focusing his allies' blasts through his jewels to magnify their effect. Late dial Perplex and Willpower keep him moving around to aid his friends.
Just because Jewel Man isn't punching above his weight class doesn't mean he isn't significantly contributing to the fight.
And now, for your viewing pleasure, here's his sole Archie Comics appearance.
EDIT LOG: Removed Click # 6 from his dial - for the cost and sheer longevity of his abilities, 6 clicks felt too much.
Last edited by No-Name; 09/05/2018 at 11:08..
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!
It's a double-monumental post! Not only is this the 200th post in this thread (man, I've been doing this one a long time), but today is the day we all get to take Mega Man 11 for a test drive! Download the demo on your console of choice and give it a spin! I know I will!
Plug Man
Real Name: Plug Man
Team: Robot Masters
Range: 6
Points: 60
Keywords: Robot, Light Labs, Robot Masters
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Weak to Jewel Satellite: When Plug Man takes damage from a Special Power called "Jewel Satellite", he takes one 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 Plug Man. After this attack resolves, the "SHIELD" effect is removed. You Have a Right to Live!: Friendly characters with Real Name: Albert Wily can use the Light Labs Team Ability, but only to target characters with this Trait. Friendly characters with Real Name: Thomas Light can use the Dr. Wily team ability, but only to transfer damage to characters with this Trait. Plug Ball: ELECTRIC: Improved Targeting: Ignores Elevated Terrain. If Plug Ball hits a character with , that character has until the beginning of your next turn. Quality Control Inspector: If a friendly character within range and line of fire that has the Robot keyword misses an attack, you may add +1 to their die roll before the attack is finalized.
Plug Man has a Clix problem much like Bubble Man and Snake Man did. When it comes to a weapon that travels along surfaces until it hits an opponent, what do you do to reflect that in Clix? After all, in this game, a ranged attack is a ranged attack, whether it's an eye beam, or a thrown boomerang, or a seismic wave.
Plug Ball then travels up walls to nail people on rooftops, making it a very useful power to have on outdoor maps with vantage points. But that's not all! Plug Ball also tethers pesky fliers to the ground. When you really want to make sure that some winged menace can't dart around the field causing you problems, Plug Ball is there for you, just waiting to zap some sense into your opponent.
Plug Man is a nimble fighter, Leaping around the stage and dodging attacks with Super Senses. Later in the dial, he switches over to Running Shot and Psychic Blast, zapping past your damage reducers.
He's got one last trick, though. He was designed to be a quality control inspector for a television station, and as such, makes sure the machines he's working with are in top shape. If the Robots on your team miss an attack and he's nearby, add one to that die roll. We all know how often you miss your attack rolls by a single digit, so that will come in handy more than you'd think.
Last edited by No-Name; 09/20/2018 at 12:19..
ASK ME ONCE I’LL ANSWER TWICE JUST WHAT I KNOW I’LL TELL BECAUSE I WANNA!
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You know, I hadn't even thought of that. I think I'll keep it, too. Critical Miss protection is something that won't come up often, but you'll be really glad when it does.
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!
Tornado Man
Real Name: Tornado Man
Team: Robot Masters
Range: 8
Points: 70
Keywords: Robot, Light Labs, Robot Masters
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Weak to Plug Ball: When Tornado Man takes damage from a Special Power called "Plug Ball", he takes one additional click of damage. "ELECTRIC" ignores the Robot Masters team ability. You Have a Right to Live!: Friendly characters with Real Name: Albert Wily can use the Light Labs Team Ability, but only to target characters with this Trait. Friendly characters with Real Name: Thomas Light can use the Dr. Wily team ability, but only to transfer damage to characters with this Trait. Stationed at a Weather Regulation Facility: Tornado Man can use Force Blast. Modify all knockback dealt by Tornado Man by +1. Tornado Blow: AERO: Tornado Man can use Pulse Wave, but deals no damage to friendly characters. After actions in which he used Pulse Wave resolve, friendly characters within this power's area of effect can use Improved Movement: Ignores Elevated Terrain.
Most Pulse Wave fighters need to be kept far away from their friends, but not Tornado Man! Tornado Man loves company, and does his best to make his friends better while battering the opposition around with gale force winds.
He's not the fastest guy around town, but his attack values are strong, his defenses hold up well, and his winds Enhance the shots of his allies to make them hit harder.
Tornado Blow is an incredible Robot Master weapon that blasts everything on the screen. It takes a lot of weapon energy to do it, but man is that worth your while. Not only does it dish out a lot of pain, but it increases mobility when it's used. The winds blow upward, and that makes jumps higher. Couple that with Tornado Blow's inability to damage friendly characters, and this is a Pulse Wave you want to stick close to if it's on your side. Bring Tornado Man in to Blow some enemies away and then use those winds to your advantage to get some of your other characters up on a rooftop (click click click).
Tornado Man also has traited Force Blast, with an extra square of knockback built in! He's tossing enemies all over the place! Nobody's positioning is safe when Tornado Man is on the field.
SIDE NOTE: Holy shamoly, that Mega Man 11 demo is tough! It's not insurmountable, but you definitely earn your win against Block Man!
Last edited by No-Name; 09/12/2018 at 10:09..
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!
Holy crap, love that Tornado Man! Solid tweak on Pulse Wave and provides so many movement options! Dig the crazy combo he'd make with Concrete Man & Galaxy Man. Near-complete board control!
Thanks! I wanted 9's Robot Masters to be team players, whether you're playing them with a heroic or villainous team.
One of the things that makes me wish the Archie run had gone on a little longer is that they started introducing 9's Robot Masters WAY early, like before they had even gotten to Mega Man 3's storyline. Splash Woman was a part of Roll's ocean cruise rescue team, and they also had a one-shot short with Guts Man and Concrete Man working together to fix a dam, at first begrudgingly and competitively before finding each other kindred spirits and working together to get the job done and becoming karaoke pals.
The strategy behind introducing 9's Robot Masters early was to portray them sympathetically so that when they were corrupted, Mega Man's duty to oppose and defeat them was all the more difficult and tragic.
Again, thanks for the input! Even though I do these because I love the characters and the games, I get a huge kick out of all the appreciation this thread gets! Thank you so much!
ASK ME ONCE I’LL ANSWER TWICE JUST WHAT I KNOW I’LL TELL BECAUSE I WANNA!
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Magma Man
Real Name: Magma Man
Team: Robot Masters
Range: 6
Points: 70
Keywords: Robot, Light Labs, Robot Masters
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Weak to Tornado Blow: When Magma Man takes damage from a Special Power called "Tornado Blow", he takes one additional click of damage. "AERO" ignores the Robot Masters team ability. You Have a Right to Live!: Friendly characters with Real Name: Albert Wily can use the Light Labs Team Ability, but only to target characters with this Trait. Friendly characters with Real Name: Thomas Light can use the Dr. Wily team ability, but only to transfer damage to characters with this Trait. Magma Bazooka: BURN: Magma Man can make Ranged Attacks with . Damage from his ranged attacks cannot be reduced. Running Hot: Magma Man can use Poison, dealing Penetrating Damage when he does. If he was targeted by an attack of the AERO type last turn, he cannot use Poison.
Magma Man is the obligatory fire Robot Master for 9, and he does not disappoint. Featuring the "face in the body" design motif previously carried by Robot Masters like Air Man and Needle Man, as well as that cruel "no hands" thing that so many of them have, Magma Man is superheated engine of destruction.
His attack stays fairly high, and he deals a lot of damage, featuring a rare (for this set) 4 damage value at top dial. Magma Bazooka makes the most out of that 4 damage, with a slightly different way of getting past damage reducers. This is technically not Penetrating/Psychic Blast, so when you split that ranged attack into multiples, you are still guaranteed to cut through damage reducers.
He's got decent Defense values too, but trades in armor up top for a tenacity to fight. That can be problematic for him though, as it leaves him wide open to attacks.
Finally, Magma Man burns hot through and through, so if you think you can get past his Magma Bazooka by getting up in his face, think again. He's got Poison to work with, and one that can cut through your defenses. Pack some AERO wind to blow out his candle if you want to get up close and personal with this robot!
Last edited by No-Name; 09/13/2018 at 12:09..
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!
Hornet Man
Real Name: Hornet Man
Team: Robot Masters
Range: 4
Points: 70
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Targeting: Ignores Hindering Terrain Weak to Magma Bazooka: When Hornet Man takes damage from a Special Power called "Magma Bazooka", he takes one additional click of damage. "BURN" ignores the Robot Masters team ability. You Have a Right to Live!: Friendly characters with Real Name: Albert Wily can use the Light Labs Team Ability, but only to target characters with this Trait. Friendly characters with Real Name: Thomas Light can use the Dr. Wily team ability, but only to transfer damage to characters with this Trait. Vast Knowledge of Flowers: Opposing characters occupying Hindering Terrain modify their Defense values by -1, but only if Hornet Man can draw a line of fire to them. Hornet Chaser: SLICE: Hornet Man can use Precision Strike. When he hits with a ranged attack, roll a d6. 1-2, No Effect. 3-4, Modify Defense by +1 until the start of your next turn. 5-6, Heal One Click - if Hornet Man is on his top click, modify his Defense by +1 until the start of your next turn. Robot Hornet Swarm: Hornet Man can use Toughness and Barrier. If he has used Hornet Chaser this turn, all lines of fire to Hornet Man are treated as if they cross Hindering Terrain.
Now we wrap up our Mega Man 9 Robot Masters! Say hello to Hornet Man! Originally designed as Hornet Woman (a design that would eventually become Vesper Woman), Hornet Man is much like his sister from another robot maker, but has offensive capabilities that she lacks.
Hornet Man uses his extensive knowledge of the botanical sciences to modify enemy defenses downward if they think they can hide in the flowers, which they absolutely won't be able to do if he's around. This can either make hitting them a bit easier, or encourage them to stay out in the open. His flight keeps him mobile, his attack values are high, and he's got some decent board control options by making Barriers out of robotic hornets.
But that's not all those hornets do! He sends them out, they chase down a target, an return back to him with the spoils of their victory! It's a crapshoot as to what they'll bring back, though. Sometimes it's nothing, sometimes it's a defense boost, and sometimes it's some highly valuable healing (or Defense boost if you can't heal). Hornet Man is a robot you want to be aggressive with, as it's in his best interest to keep shooting enemies down to keep his boosts active.
ASK ME ONCE I’LL ANSWER TWICE JUST WHAT I KNOW I’LL TELL BECAUSE I WANNA!
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Thassa nice Hornet Man! I dig how streamlined you've made Hornet Chaser.
I could also see a version of it where it makes attacks against spaces, not characters, which could broaden its range of applicability, if that was your jam!
I thought about that, but that seemed a bit complicated, and I figured a straight "shoot and retrieve" could work just as well without being too confusing. The only thing it can't do is retrieve power-ups, but I haven't really figured out a power-up mechanic for Heroclix, which may well be for the best.
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!