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#ucwf022 Timespinner
Real Name: None
Team: Masters of Evil
Range: 5
Points: 80
Keywords: Council of Kangs, Assassin, Future, Robot
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Webs Of Time: Plasticity. Whenever an opposing character within range and line of fire fails a breakaway roll, after resolutions deal them 1 click of penetrating damage. His Strongest Weapon… His Powerful, Ever-Changing Web: Smoke Cloud. FREE: Smoke Cloud at no cost, but only to place 1 square of hindering terrain. Opposing characters occupying Timespinner's placed hindering terrain must roll breakaway as if adjacent to him.
Kang Can Move Me Anywhere By Manipulating His Master Control Panel Back In The 30th Century! I'd Be A Fool To Fight On His Terms!
I Was Warned To Expect Such A Reception!
Pocketed Away In Frozen Moments Of Time
Being A Robot, I Am Far Superior To Any Living Being!!
Look, Long Hair… I Don't Like Havin' Hammers Tossed At Me! Time Heals All Wounds!
I Have My Reasons, Avenger! I Would Like To Join Your Group! Hah! I Outsmarted You This Time, Big Boy! You're Caught!
Endowed With All The Amazing Powers Of The Real Spider-Man
#ucwf021 Dakota North
Real Name: Dakota North
Team: Team Player
Range: 6
Points: 35
Keywords: Heroes For Hire, Marvel Knights, Power Pack, Spider-Man Family, Detective, Martial Artist, Spy
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(+10)My Services Are Expensive: When establishing themed teams, Dakota North gains the named keyword of another character on your starting force. When you reveal forces, you may turn Dakota North to click #5 or #9. North Investigations: Precision Strike. When Dakota North KO's an equipped character, after resolutions equip their equipment object (even if it's Equip: Friendly). If Dakota North is equipped with an opposing equipment object at the end of the game, you score 50 victory points. North Security: Defend. At the beginning of the game, choose a friendly character. If the chosen character is not KO'd at the end of the game, you score 50 victory points. You Think You’re Being Followed At Least I Know I’m Not Crazy
Not Crazy Is A Good Way To Be. Now Let's Try Not Dead.
When We Get Paid, I've Got To Pay That Insurance Premium
Someone Thinks This Case Is So Important That He Tried To Scare Me Away Look At Me! Sweeping A Frenchman Off His Feet!
Daddy Taught Me To Lead With My Left And Never Telegraph When I Duck
Excuse Me, Mr. Clean… But I'm Not Sleepy Yet
This Is What I Get For Running In High-Heels!
Judging From The Angle Of This Arrow, I'd Say He Fired From Up There Almost As Intriguing As This Crease In Your Jacket
I Love A Man Whose Checks Clear
Okay, I'll admit I've never heard of Timespinner....but it does have the classic Kang level of kookiness involved.
Well Spinny is going to be able to close no matter what with that tremendous opening Phasing/Teleport.
Webs Of Time:.....not a fan...unless I'm running him myself, then big fan!
His Strongest Weapon… His Powerful, Ever-Changing Web: This is going to be quite the mine-field.....and the limited free version always being available is going to make Spinny an ever-present threat.
Now lets talk about Defense, because I'm going to need to take him down hard.
With Indomitable he's not going to stop and up-top Shape Change makes any shot at Spinny a chancy affair.
Hopefully I'll come packing some Battle Fury and knock him past those Outwit clicks, then I'll be able to safe beard him on his Incap clicks!
.....Of course there's still that CCE....NURTZ!
"I may not see the road I ride for the witch-fire lamps that gleam;"But phantoms glide at my bridle-side, and I follow a nameless Dream." R.E. Howard
Not only do we get Dakota we get her Investigator, Restorations and Bodyguard dials.
My Services Are Expensive: You know I love keyword spoofing and dial manipulation.....oh man I'm going to end up putting her in everything aren't I?
Start One: Mobile support and tie-up with super aggressive finishing click....I'm going to have to dig out a motorcycle for her!
Start Two: North Investigations: I think this is going to be the most tempting to the majority of players and man does it paint a bulls-eye on her back. Here she has the most anti-meta potential and displays the most aggressive clicks. With Outwit and Running Shot she's got a real shot at dealing a coup de grace and grabbing some equipment and a lovely stack of bonus points.
Start Three: Dakota North bodyguard! North Security: how could you not want to run her with a character that is desperately in need of a defensive boost. 18 Defend with Leadership can positively change any number of figures with weak defenses and lack of willpower.
Seeing that most of her abilities are passive she can move up to nine squares to keep up with her client and continue to Sidestep and maneuver to maintain adjacency on subsequent turns.....and if someone gets too clingy Dakota can Slam them!
...Of course your opponent will also know that if they don't take out her client you're going to score 50 additional points....so let's not forget that!
"I may not see the road I ride for the witch-fire lamps that gleam;"But phantoms glide at my bridle-side, and I follow a nameless Dream." R.E. Howard
Okay, I'll admit I've never heard of Timespinner....but it does have the classic Kang level of kookiness involved.
Well Spinny is going to be able to close no matter what with that tremendous opening Phasing/Teleport.
Webs Of Time:.....not a fan...unless I'm running him myself, then big fan!
His Strongest Weapon… His Powerful, Ever-Changing Web: This is going to be quite the mine-field.....and the limited free version always being available is going to make Spinny an ever-present threat.
Now lets talk about Defense, because I'm going to need to take him down hard.
With Indomitable he's not going to stop and up-top Shape Change makes any shot at Spinny a chancy affair.
Hopefully I'll come packing some Battle Fury and knock him past those Outwit clicks, then I'll be able to safe beard him on his Incap clicks!
.....Of course there's still that CCE....NURTZ!
timespinner comes from waaaay back in avengers #11 (vol1!) when kang decided the best way to destroy the avengers was to make a robot duplicate of the wall-crawler and send it to the avengers (whom hadn't actually met spidey yet) with a desire to join the team. then pull a little agatha christie on them and take 'em down 1 by 1. was working great, even against thor! (webbed away from the hammer long enough to revert to blake, oh silver age ) until the real spidey whom had secretly tagged along to the south american jungle with them put the kibosh on him
the silver age zany was delightfully present in how much the webs were emphasized as his greatest asset (hence, the sp). timespinner was long forgotten until a creepy '90s story brought him back, revived in the south american temple with chronal webs trapping people outside time and draining their life (hence the ). he was technically only referred to as the spiderman robot through the stories, with only an entry in the 2003 marvel encyclopedia spiderman edition referencing him there as timespinner. but hey, it was official, so it counts! and it's a much cooler name than spiderman robot.
this was another case of a character i wish i had fit into a previous set, this time my kang-heavy avengers forever. noticing a theme of supervillains with evil versions of spidey, it made for a tidy pairing of "who wore it better" here with nauighty spidey clones
as for the dial, don't be tempted to throw him out there willy-nilly. play him crafty and creepy with the tieup advantage and let opponents burn themselves out with failed breakaway. especially when he's got stealth, his smoke can be used as a nuisance and careful placement along with characters that penalize based on location (poison, etc) can be used to force the issue one way or the other. like webby, he'll make an unexpected ally that's hopefully useful and distinct for his kw, this time the council of kangs picking up a webman
and i'm realizing that given you're oft spoken of issues with breakaway rolls that this guy's your nightmare
Not only do we get Dakota we get her Investigator, Restorations and Bodyguard dials.
My Services Are Expensive: You know I love keyword spoofing and dial manipulation.....oh man I'm going to end up putting her in everything aren't I?
Start One: Mobile support and tie-up with super aggressive finishing click....I'm going to have to dig out a motorcycle for her!
Start Two: North Investigations: I think this is going to be the most tempting to the majority of players and man does it paint a bulls-eye on her back. Here she has the most anti-meta potential and displays the most aggressive clicks. With Outwit and Running Shot she's got a real shot at dealing a coup de grace and grabbing some equipment and a lovely stack of bonus points.
Start Three: Dakota North bodyguard! North Security: how could you not want to run her with a character that is desperately in need of a defensive boost. 18 Defend with Leadership can positively change any number of figures with weak defenses and lack of willpower.
Seeing that most of her abilities are passive she can move up to nine squares to keep up with her client and continue to Sidestep and maneuver to maintain adjacency on subsequent turns.....and if someone gets too clingy Dakota can Slam them!
...Of course your opponent will also know that if they don't take out her client you're going to score 50 additional points....so let's not forget that!
hahaha, yeah she's yet another character i've always wanted to dial and never got around to. when it's now or never i really pull 'em out of the woodwork . that very issue that i use as her sculpt art was part of a 3/$1 comic pack of randos that i would spam every time we went to the everything's a dollar store and built my comic empire on (at least until i went off to college and they all disappeared... ) so dakota was a character i've practically always known about even if she was nowhere near as important in the marvel u as i always assumed
just what a name, amirite? well, a high-fashion '80s gal and international private eye deserved as best a dial as i could give her. the mercenary lets her cheat onto teams and enable her meatier dial choices that each have a means of scoring a big payday, depending on what job you choose to hire her for. basically, do you want the big target on her back or someone else's? . i've tried to make some more unconventional detective dials of late in my past few sets, so her investigations dial is her tracking down a macguffin and securing it for her client, much of her solo series right there. while the security dial is bodyguard supreme. the defend/leadership goes together so smoothly in keeping her client alive and active (to further that whole alive thing), but i also enjoyed pairing sidestep with slam to be able to really affect opposing placement in the best effort to keep them off her boss.
basically, i wanted to have fun with this and make you feel the character in a fun way with mini-games all her own. sidequests ftw
This is the much darker Supreme Power Nighthawk. I like him not as much as the classic, but he is an interesting character. This dial does a good job of showing that off.
Gauges his foes is just a great fit for him. The fact that he has no special powers is a nice meta touch.
The necessary evil trait is so amazing. This guy just made it to the short list for the top 10.
Speaking of meta designs. This gal is got it going on.
The exquisiteness of this design has me flabbergasted. You even found a way around the dreaded orange click. It works as well as I've seen. You'll always want to push off that #2 onto yellow, so L/C Battle fury is an offensive combo of limited usefulness, but not the same as useless. And of course EE can really put the smack on some squishy teams.
Yep. Nailed it all in dial. The trait is nice, but you've basically said everything about this character in the power layout. The SC into BCF into Flurry/bcf (hey under the rules update all that damage is penetrating!)
I like the Sidestep track. That seems very blur to me also. The attack trap HSS with the neat bonus attacks with the direct path movement is nice. I like that 2nd made to push and attack. He's a little naked with the willpower on dial, but I think he'll be fun as heck to play.
#ucwf058 Superpro
Real Name: Phil Grayfield
Team: Team Player
Range: 0
Points: 60/100
Keywords: Spider-Man Family, Celebrity, Reporter
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웃: █, OO>, ⦿: █ Fantasy Football: Toughness. When you build your force, friendly characters with , or set #49 gain the Celebrity keyword. Overtime: Charge, but Superpro can only move in a direct path away from a starting area. At the end of the game, Charge at no cost. // If Superpro is 60 points, he is KO'd when his dial clicks passed the red KO line. Protected: Pulse Wave. Safety: Sidestep. When Superpro KO's an opposing character in their own starting area, score an additional 20 victory points. Touchdown!: Grand Entrance. When Superpro occupies a starting area he deals penetrating damage and cannot be targeted by characters that do not occupy a starting area. If he occupies an opposing starting area, modify damage +1. If he occupies his starting area, modify attack +1. Two-Minute Warning: STOP. Colossal Stamina. Superpro modifies his combat values +1 for each action token on him.
Five-Yard Penalty
Fourth And Long
Holding On The Offense
Ineligible Receiver
Live Telecast
Hail Mary Fumble!
The Extra Point Is Good!
The Play Is Under Review
You actually made a Super-Pro that is both theme-y and looks fun to play, honestly I didn't think it could be done.
Fantasy Football:....and like that I can spoof giants onto an Atlantis/celebrity team...it feels very, very strange to know I'd be hunting Super-Pro!
Overtime: It might just be the insomnia talking but I'm not getting "At the end of the game, Charge at no cost.".
Safety: Eheheh, okay that's clever and very theme-y.
Touchdown!:....now I just need to figure out how to get him across the map as fast as possible. At 100 points he's a bit expensive for bodyguard duty, but for 60 he'd maje a heck of a guard for a starting area bound special piece.
Two-Minute Warning: Phil is going to be quite the bruiser on his last two clicks and the STOP's are going to make sure he has the opportunity to capitalize on them.
"I may not see the road I ride for the witch-fire lamps that gleam;"But phantoms glide at my bridle-side, and I follow a nameless Dream." R.E. Howard
This is the much darker Supreme Power Nighthawk. I like him not as much as the classic, but he is an interesting character. This dial does a good job of showing that off.
Gauges his foes is just a great fit for him. The fact that he has no special powers is a nice meta touch.
The necessary evil trait is so amazing. This guy just made it to the short list for the top 10.
Well done. Very well done.
thank you, kindly. i knew this kyle needed to go for the jugular and i wanted to demonstrate his character in a cheeky manner with the anti-white aspect of his dmg bonus. i had originally had a defense sp on the last click, but scuttled it for streamlining purposes so it was a nice side effect that he himself lacks any white powers on his dial.
necessary evil will make for such excellent contingency plans that you can casually handwave a xanatos gambit with every attack roll. "oh, i meant to hit him all along" . and the ps will make it still effective regardless of target so your "wasted outwit" won't inhibit the actual hit, even more so if they've got any SPs showing, and odds are strong for that
i agree that the idealistic kyle of 712 is the better character. practically polar opposites to whom 31916 kyle is. but this kyle was the ends-justify-the-means character the story of 616 squadron needed nudging them at first so that they could ultimately reject the premise. the irony of this character himself being the necessary evil, narratively speaking, is not lost on me
Quote : Originally Posted by Renokhan
Speaking of meta designs. This gal is got it going on.
The exquisiteness of this design has me flabbergasted. You even found a way around the dreaded orange click. It works as well as I've seen. You'll always want to push off that #2 onto yellow, so L/C Battle fury is an offensive combo of limited usefulness, but not the same as useless. And of course EE can really put the smack on some squishy teams.
you get me
doc spectrum is always begging for the meta design, and some of the power color combinations work out marvelously, but some just don't mesh so well. "the dreaded orange," indeed. stripping it to just the defense powers both helped to keep the dial clean and cheaper but also more functional for the effect. it's the one thing you'll always want and the one thing that always works for these lantern-expy types. i leave it to you and your needs based on situation as to which power to choose after that. i really like the limited scope in that PaP but options are still genuinely there so as to make it fun and functional.
stat flow was important after that, the sub-optimal defenses got the best stat and the softer control options on the light blue got the best attack. she'll work well with hyperion's TUC despite note having the 712 shared . and dmg got scuttled on the clicks that needed it least, namely the potency of yellow and the control effects of light blue. and speaking of yellow, her defend flavor text was a perfect match, very glad to come across that one
Quote : Originally Posted by Renokhan
Yep. Nailed it all in dial. The trait is nice, but you've basically said everything about this character in the power layout. The SC into BCF into Flurry/bcf (hey under the rules update all that damage is penetrating!)
egads, it was not until just now that i realize i posted her as power princess instead of warrior woman. i've updated it
warrior woman was a great character, awesome twist of the knife betrayal followed by a betrayal of the betrayal and running off to do her own thing. man, they set her up to be so interesting and i hope she doesn't get forgotten in the wayside. as you can see, i ran with the myriad in both the and the TUC. i want you to be able to assemble that hodgepodge force of aliens and man would she have been awesome back in the galactic portion of the heroclix roleplay society days
with all the attention on her teambuilding, i kept the dial itself clean. doubling down on her duplicity up top should help keep her up top til she needs that nefarious life stealing to bring her back from the brink. despite the softness and relative shortness of the dial, i can see her being pretty durable
Quote : Originally Posted by Renokhan
Another dial I've been waiting to see done up wrestlin' style.
Yes! More killer knockback. But more importantly, this girl can rumble. She fits so many themes in this set -- as well as having all those keywords.
you know, i thought i had thrown the kw kitchen sink at her last time in my avengers forever le but this take got to cover down on some other KWs this time around and get that great wrestling focus.
once again, the story saved me, with her "dreaded thundra-throw being the signature move we all need. man, tossing a foe across the battlefield will be imminently satisfying. the new rules just don't understand how fun the ability to duplicate this big bruiser brawls is with the old mechanics and kb dmg. at least she'll really be setting up her end dial slingshot for a followup strike to finish the job.
i give her stats a bit of a roller coaster, to keep the flow interesting and try to capture her own tactics to anger, to waning, to nope not giving up
Quote : Originally Posted by Renokhan
I like the Sidestep track. That seems very blur to me also. The attack trap HSS with the neat bonus attacks with the direct path movement is nice. I like that 2nd made to push and attack. He's a little naked with the willpower on dial, but I think he'll be fun as heck to play.
yeah he depends on the sc up top a bit, but i wanted to offset the potential 3(!) attacks he can make in a turn. the dial is quite offensive, and the way it's worded, you'll want to be danger close, adjacent or at least within 2 squares of his sidestep to get that first attack off. the cheaper dial is offsetting the shortness with how much you can get out of it, and the opening ss is more obviously helpful than the sc, but the diminished speed and lack of wp are the tradeoffs for the drop in cost.
i had thought of the sp in the slot, but i liked putting it off-track especially since it let me give him full-dial sidestep, which is a power that's very jeff. even more than the long-distance spurts of speed, he was an always-movin' kind of guy and that power gets the job done. that it's exactly what you need to set up the sp is cherries on top
and now that we've done the squadron, the transition to dp7 is a great and grateful venn diagram that i'm happy with. dp7 have been on the backburner for a considerable amount of time for me, i'm super pumped to be able to finally get them into a set front and center, no-less. the multiverse mechanic making a multiverse set of subthemes made this a real good fit here
You actually made a Super-Pro that is both theme-y and looks fun to play, honestly I didn't think it could be done.
Fantasy Football:....and like that I can spoof giants onto an Atlantis/celebrity team...it feels very, very strange to know I'd be hunting Super-Pro!
Overtime: It might just be the insomnia talking but I'm not getting "At the end of the game, Charge at no cost.".
Safety: Eheheh, okay that's clever and very theme-y.
Touchdown!:....now I just need to figure out how to get him across the map as fast as possible. At 100 points he's a bit expensive for bodyguard duty, but for 60 he'd maje a heck of a guard for a starting area bound special piece.
Two-Minute Warning: Phil is going to be quite the bruiser on his last two clicks and the STOP's are going to make sure he has the opportunity to capitalize on them.
oh, i went all out on the football theme. this is the kind of dial i liked to make, tongue-in-cheek and meta translations abounding. the flavor text is rather obvious, but the gag behind fantasy football is assembling the dolphins, the giants and the '49ers onto a team together
as for overtime, it's getting him some off-dial charge to free up the track for more puns powers, and it's a "north-south" charge so he's going to gain yardage in his pursuit of some TDs, but the thematic perk is that at the end of the game, time called, he gets a free charge. by going into "overtime" that last sack might be enough to score some last minute points and change the course of the game, especially if he hits a safety or at the least has a starting area bonus, and even more especially if his two-minute warning is in play. it's basically going for that most classic of sports tropes, with all the chips down and trying for a last minute so-crazy-it-just-might-work play to snatch a disney ending from the jaws of defeat
#ucwf023a Prime
Real Name: Kevin Green
Team: No Affiliation
Range: 0
Points: 75
Keywords: Spider-Man Family, UltraForce, Brute
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웃: █ (Destroy) The Energy.. In Me… It's… It's Building!: STOP. POWER: Roll 1d6. Heal Prime the result -2 (Minimum 0).
Prime Time!
That Is The Prime Directive!
PLAPHH
Pure Prime-Power!
Better Learn The Prime Lesson…
Prime Is The Strongest Of Them All!
My Body's Starting To Get Unstable--
I Hate You! I Hate This Place!
Breathe, Kevin-- Breathe!
The Ultra-verse's Captain Marvel, Kevin had kind of a tough time of it without the Wisdom of Solomon, but being an absolute beast did help!
Well that and a mystical bolt of lightning requires a lot less laundry than the rather gooey Prime process.
Hehe, I didn't think anyone else even REMEMBERED the Ultra-verse comics!
It did help that I picked up tons of them from Half-Price books "Ten cents each, fourteen for a dollar" ( along with a complete run of Booster Gold and enough Airboy and Scout comics to give me a lifelong love of Tim Truman ).
Those were heady days.
I also admire you for not going for the obvious and making the main version of Prime...well a prime....
Now I have to guess what the PRIME/Prime will be, Necro-Prime perhaps?
That opening click has all the ferocity that I'd expect from Prime, the image of Prime barreling through every obstacle ( spell check tried to correct that to obstetrical....that is not the same thing....) in his way to hammer his target is Kevin to a tee.
The Energy.. In Me… It's… It's Building!: Ahh, here it is and I love the way you've worked in the shock reveal of Kevin as Shape Change. The threat of having Prime possibly bounce right back to that starting click is going to weigh on your opponent....good. Given in to the fear, MWAHAHAHAAHAH!
"I may not see the road I ride for the witch-fire lamps that gleam;"But phantoms glide at my bridle-side, and I follow a nameless Dream." R.E. Howard
The Ultra-verse's Captain Marvel, Kevin had kind of a tough time of it without the Wisdom of Solomon, but being an absolute beast did help!
Well that and a mystical bolt of lightning requires a lot less laundry than the rather gooey Prime process.
Hehe, I didn't think anyone else even REMEMBERED the Ultra-verse comics!
It did help that I picked up tons of them from Half-Price books "Ten cents each, fourteen for a dollar" ( along with a complete run of Booster Gold and enough Airboy and Scout comics to give me a lifelong love of Tim Truman ).
Those were heady days.
I also admire you for not going for the obvious and making the main version of Prime...well a prime....
Now I have to guess what the PRIME/Prime will be, Necro-Prime perhaps?
That opening click has all the ferocity that I'd expect from Prime, the image of Prime barreling through every obstacle ( spell check tried to correct that to obstetrical....that is not the same thing....) in his way to hammer his target is Kevin to a tee.
The Energy.. In Me… It's… It's Building!: Ahh, here it is and I love the way you've worked in the shock reveal of Kevin as Shape Change. The threat of having Prime possibly bounce right back to that starting click is going to weigh on your opponent....good. Given in to the fear, MWAHAHAHAAHAH!
i have strong associations of ultraverse with garden ridge. when my mom would go there (ALL THE TIME) there was a little shop within the shop up front that had some comics, but only ultraverse, so i read the business out of all of them. powerful nostalgia memories for me coupled with the scent of potpourri
what i liked about the madcap '90s ultraverse was their earnestness. they got to dive in hard with their ideas and try out things. there was room for obvious homages with remixes, but mostly just big ideas and big biceps. and a laughably dated cartoon adaptation . man, i can still hear that theme music with the excessively bass voice just growling out "ultraforce"
kevin was a great examination into how important the wisdom of solomon is . it was always my most favorite part of captain marvel, and the need for it shows. 'cause a hormones-ragin' dumb kid full of attitude and "knowing everything" sure is a recipe for oof. he meant well, at least. and the re-read for research showed that he had genuine growth which is an impressive second-act.
for the dial, i make him full of piss n' vinegar up top. all that bf and blocking destroy is telling his story. not to mention that excessive flavor text . very strong, very boom, not much thinking, but a short short dial that's relatively easy to reset all the more for it. getting to reset to that strong oomph will make your opponent risk those sc rolls
plus, he made for internal sculpt reuse for hyperion, and that really helped me to mobilize the squadron fast forces