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Impact Man
Real Name: Kui-ichiro, Kui-jiro, and Kui-saburo
Team: Robot Masters
Range: 0
Points: 80
Keywords: Armor, Brute, Robot, Robot Masters
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Movement: Ignores and Destroys Blocking Terrain Weak to Acid Barrier: When Impact Man takes damage from a Special Power called "Acid Barrier", he takes one additional click of damage. "HYDRO" ignores the Robot Masters team ability. Spike Formation, Engage!: Impact Man can use Charge. If he uses Charge to target a single character, he may as a Free Action use it a second time to target a second single character. Pile Driver: SLICE: Impact Man can use Charge and Exploit Weakness. Before the first time you use this power, choose a Terrain type aside from Blocking. Impact Man ignores this terrain type while using Charge. Power Gear: The first time this power appears, STOP. Impact Man can use Impervious and possesses
Impact Man is the boss I have the toughest time with in this game. He's so darn big that his attacks are tough to dodge, and Acid Barrier isn't the best as an attack weapon, since Impact Man's aggression destroys your shield sometimes before you can get a good shot off at him.
For Heroclix, I've designed Impact Man, the first gestalt Robot Master, as a close combat nightmare. Pile Driver gives him incredible melee prowess, getting him into close combat with his enemies effectively. Since Pile Driver in Mega Man 11 is also useful as a stage traversal tool, propelling Mega Man long distances through the air, I included a clause that allows you to pick a terrain type and ignore it while Charging. This can get you up rooftops, across hindering, etc. Pick and choose according to the map you're on to allow yourself the chance to Charge wherever you need to go!
Impact Man is equipped with a Power Gear, which transforms him into a massive jackhammer that embeds massive exploding spikes into the ground. Here, he's got some highly varied attack options. He can Charge in and Quake a large group, or he can Charge in and hit one enemy, then Charge on and hit another.
Impact Man is straightforward and simple, a heavy-hitting bruiser who can get up in an enemy's face and cause a lot of trouble.
Last edited by No-Name; 05/21/2019 at 17:05..
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!
Weak to Thunder Beam : When Yellow Devil takes damage from a Special Power called "Thunder Beam", he takes one additional click of damage. "ELECTRIC" ignores the Robot Masters team ability. Split and Rush: Give Yellow Devil a Power Action to move 8 squares in a straight or diagonal line, ignoring all characters for movement purposes. After the action resolves, make an attack roll targeting all opposing characters Yellow Devil's base made contact with during the move. Divide Yellow Devil's damage value among all hit targets. If more than one target is dealt damage, damage from this attack is Penetrating. BUMOOOO!: Yellow Devil can use Penetrating/Psychic Blast. After actions resolve in which he uses this power, he may use it a second time as a Free Action. This power cannot be selected for any trait named "Get Equipped With..."
I wasn't going to do the Yellow Devil. Honest. I wanted to stick to characters that would only appear in a basic booster set, but you know - I had to do a Yellow Devil. He's too iconic to the overall series to not be a part of this. I mean, he made it into Smash Bros. as one of the most frightening stage hazards in the series! He's clearly deserving some recognition!
The trick is in figuring out how Yellow Devil would move. Because as you may know, if he's not split into pieces and flying across the stage, he's not moving at all. So he has no inherent speed value, leaving him only one way to move at all.
He may be given a power action to move in a straight or diagonal line, and can potentially deal damage to every enemy in his path. It means that you'll have to be smart about how you move him, as he can't pick and choose where he goes, and he can't move more or less than 8 squares. But when his move lines up just right, it can be devastating.
Once he's in position, he can blast away with his eye bolts, dealing some heavy damage at a range. And further, those eye bolts can't be copied by Mega Man! It's a powerful move that lets you fire off two Psychic Blasts for the price of one, and the protection from Mega Man makes it all the more powerful.
He's a Colossal, so he's got a very long dial with some high defense numbers, not to mention the Robot Masters team ability to minimize damage taken.
Just watch out for those pesky ELECTRIC attacks! They'll zap him down hard.
Last edited by No-Name; 05/24/2019 at 23:43..
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!
Met
Real Name: N/A
Team: No Affiliation
Range: 4
Points: 10
Keywords: Robot, Robot Masters
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Impenetrable Helmet: When Met has no action tokens, it cannot be targeted by opposing characters. Opposing characters ignore Met for movement purposes when it has no action tokens. Plasma Bolts: Targets hit by Met's ranged attacks are dealt one click of Penetrating Damage.
Sniper Joe
Real Name: N/A
Team: No Affiliation
Range: 5
Points: 25
Keywords: Robot, Soldier, Robot Masters
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Shield Arm: When Sniper Joe has no action tokens, he can use Energy Shield/Deflection.
What the heck? Why not a little bit more? Robot Master teams are going to need some low-point options to bolster their ranks, so why not two of the series' most perennial enemies? Met and Sniper Joe appear in some form or another in every Mega Man game, menacing the Blue Bomber as he traverses the lairs of the Robot Masters.
Met comes in at a high-numbers friendly 10 points, but has the stats to match the cost. You have two options with Mets - they can make for low-tier attackers that can zap their opponents for a single click of damage (even if they manage to target three), or they can be unhittable obstacles as long as they have no action tokens, hiding inside their helmets while you pelt them with ineffectual blasts.
Sniper Joe also has a shield to hide behind, but it's not as absolute as a Met's helmet. When he isn't moving or shooting, he's got Deflection, which pairs up with his inborn damage reducers to keep him around. He's got decent attack values and Precision targeting to make sure his attacks stick.
When your Robot Master teams have a few points to fill, these guys are ready and willing to be tossed into the fray!
Last edited by No-Name; 05/29/2019 at 22:39..
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!