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Cool Chun-Li and Blanka! lol and continuing with the Street Fighter figs...
E Vega
Team: No Affiliation
Range: 0
Points: 90
Keywords: Shadowloo, Martial Artist
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Speed - ASSASSIN: Vega can use Stealth and Leap/Climb. Attack - ROLLING CLAW: Vega can use Charge and Blades/Claws/Fangs. Damage - VANITY: Vega can use Perplex, but can only target himself.
E Balrog
Team: No Affiliation
Range: 0
Points: 80
Keywords: Shadowloo, Brute, Celebrity
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Speed - DASH PUNCH: Balrog can use Charge and Flurry. Attack - DIRTY FIGHTER: Whenever Balrog makes a close combat attack against an opposing figure that has one or more action tokens, modify his attack value by +2.
If there's any way to see Akuma and Dan in this style, I would REALLY enjoy that.
These two were genius. The other SF were pretty rad as well, though I think Blanka needs a full-move Charge SP over regular charge, much like E. Honda would...
"We're all in the gutter, but some of us are looking at the stars." -Wilde
Thanks for the input guys! Making these Street Fighter figures have been pretty fun, too lol. Here's yet another one:
E Guile
Team: Street Fighter
Range: 6
Points: 91
Keywords: Martial Artist, Soldier
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Speed - FLASH KICK: Guile has Leap/Climb. You may give Guile a power action: Guile may make one close combat attack against an opposing figure as a free action. The opposing figure is dealt knockback equal to damage dealt. Attack - SONIC BOOM: Once during each of your turns, you may give Guile a move action to place one "charging token" on his character card. If Guile begins a turn with no charge tokens on his character card and has no action tokens, you may place a charging token on his chracter card as a free action. Once during each of your turns, you may remove all charging tokens on Guile's character card. If you do, immeadiately give Guile a power action: Guile can make a ranged combat attack as a free action, modifying his attack value by +1 for each charging token removed from his character card, to a maximum of +2.
-VISR-rookie ignores hindering terrain for line of fire.
-Mongoose-rookie can use hypersonic speed but only make close combat attacks.
-Silenced SMG-give rookie a power action to make a ranged combat attack, modify his damage by +1.
-Strong Silent Type-invulnerability & willpower.
-Scoped Magnum-give rookie a power action to make a ranged combat attack, modify his range by +2.
special ops-stealth
rocket launcher-energy explosion
stamina-energy shield/deflection
armor-toughness/invulnerability
i chose to make him like this cuz its a mix of wat an odst is supposed to do, & wat i do. 1st click represents fallin from orbit & bein disoriented.
hey is 175 points too much? too little? this is the 2nd dial ive made and the 1st 1 i asked for the opinion of others.is it too little points? i think its good but...
Last edited by Fullmetalfreak94; 11/16/2009 at 00:13..
Hellfire-That character looks very fun, not familiar with the game she's from, so can't comment much on accuracy, the only change I'd make though is that unless she commonly makes close combat attacks against flying enemies, I'd get rid of leap climb since the rest of the trait makes it mostly redundant, and simply go with 'Faith ignores elevated terrain and hindering terrain (except for water terrain) on movement.
Jake: Awesome Guile as always. The only thing I'm thinking is, for Sonic Boom, I think the idea there is brilliant since it's a 2 second charge move, though the usefulness of it I'm not sure of, I understand the movement idea totally, but perhaps make it free action if he has 0 action tokens at the start of the round to move and get a token..all I'm thinking is, it'd take a while to give him enough move actions to get +2 attack, clear, and then attack, at which point there's a lot of rounds he might be based, or could simply be hit past the power entirely.
metalfreak: That's an interesting little dial and that's neat that you're incorporating your own play style with the character itself. I think 175 is pretty high though, for a character that starts with 15 defense, 9 attack, 6 range in the modern game. Even discounting figures like Namor or The Thing, I'd clock your figure in around 110 max, as even though he can see through stealth and has a decent run of invulnerable, he has weaknesses to consider as well. Compare him to Lamp Post Batman at 120, and even though he can move up and make an attack vs. Bats next turn, Batman can charge him, flurry, and have him down to click 5 for a likely outwit/indomitable/flurry finisher.
Jake: Awesome Guile as always. The only thing I'm thinking is, for Sonic Boom, I think the idea there is brilliant since it's a 2 second charge move, though the usefulness of it I'm not sure of, I understand the movement idea totally, but perhaps make it free action if he has 0 action tokens at the start of the round to move and get a token..all I'm thinking is, it'd take a while to give him enough move actions to get +2 attack, clear, and then attack, at which point there's a lot of rounds he might be based, or could simply be hit past the power entirely.
Yeah, that does make sense. I was thinking of perhaps rewording Sonic Boom like so: "Once during each of your turns, you may give Guile a move action to place one "charging token" on his character card. If Guile begins a turn with no charge tokens on his character card and has no action tokens, you may place a charging token on his chracter card as a free action. Once during each of your turns, you may remove all charging tokens on Guile's character card. If you do, immeadiately give Guile a power action: Guile can make a ranged combat attack as a free action, modifying his attack value by +1 for each charging token removed from his character card, to a maximum of +2."
Yeah, that works a lot better! This way you can give Guile a charging token right on your first turn for free to make use of it quicker. This is also pretty game accurate as I recall (at least for SF2) because I remember that for 2 second charge moves, you could hold back while the game was going "Round 1...FIGHT!" and throw a sonic boom as soon as it begins without charging in game because it counted the charge during the intro. Nicely done!
Yeah, that works a lot better! This way you can give Guile a charging token right on your first turn for free to make use of it quicker. This is also pretty game accurate as I recall (at least for SF2) because I remember that for 2 second charge moves, you could hold back while the game was going "Round 1...FIGHT!" and throw a sonic boom as soon as it begins without charging in game because it counted the charge during the intro. Nicely done!
Yeah, that's what I was going for, too lol. Thanks for the feedback!
I figured I'd take a break from SF figs to try something else. It was hard trying to capture the essence of him into a single HeroClix, but I think I did okay:
U Solid Snake
Team: No Affiliation
Range: 6
Points: ?
Keywords: Soldier, Spy
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RATIONS - Solid Snake begins the game with three "ration tokens" on his character card. Once during each of your turns, you may give Solid Snake an action token and remove a ration token from his character card: if you do, roll 1d6. On a result of 1-5, heal Solid Snake one click of damage. On a result of 6, heal him two clicks of damage. Giving Solid Snake an action token via Rations does not deal him pushing damage.
Attack - SNIPER RIFLE: Solid Snake may make ranged attacks as if he had a range of 10. Damage - IN CONTACT WITH OTACON: Solid Snake may use Outwit and Perplex. When he uses Outwit, he can only counter standard and named powers.
Sneaking - Stealth Combo - Flurry Alert Phase - Running Shot Escaping - Leap/Climb Smokescreen Grenade - Smoke Cloud Survival Knife - Blades/Claws/Fangs Grenades - Energy/Explosion Nikita Missles - Psychic Blast Son of the Boss - Willpower CQC - Combat Reflexes Body Armor - Toughness "We're Going to Make it" - Defend "Call it Instinct" - Super Senses "Oh. It's Just a Box" - Shape Change Choke Hold - Exploit Weakness "Great Shot, Snake!" - Ranged Combat Expert Should Stop the Bleeding - Support
Basically, what I tried to do is make each click represent a different task that Snake has to tackle during his various missions. I realize this may hurt his playabilty, especially if you can't commit his dial to heart during a game, but I think it (mostly) captures the character. I haven't decided on a point cost, either, but anyway, feel free to comment!
metal mario
Team: video game legends
Range: 0
Points: 130
Keywords: celebrity,warrior,plumer,mushroom kingdom
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Speed - double jump: metal mario can use charge up to his full movment reduce his damage by -1 the damage is penatrating damage Attack - mario smash: metal mario can use flurry, super trength,and quake Defense metal defence: can use invulnerabilty and combat reflexes Damage - metal fists: can use close combat expert (he can use it with charge and flurry together)
any 1 who has a suggestion to metal mario plz feel free to let me know so i can add it
Well, I don't think that Metal Mario should have Outwit, myself. I'd make his dial abit shorter, lower damage output, and give him Impervious or the Invincible SP. I don't think he should have Flurry or Super Strength myself based on what I've played (I could be wrong though, since I haven't played many of the newer Mario games), and his movement should be kinda slow. I think his dial should be more focused on him being pretty tough to kill rather than sheer damage output, but like I said, I haven't seen Metal Mario in a while, so I could be wrong about that. In any case, it's a decent dial.
any 1 who has a suggestion to metal mario plz feel free to let me know so i can add it
Metal Mario is SLOOOOOOOOW, I'd top out his speed at 5, especially if you're giving him full charge, anything that indicates some kind of speed should be scrapped, so no Flurry, or Close Combat Reflexes. Metal Mario was never particularly strong but he hit like a frieght train, I'd say high damage down the dial like 5-4's minimum, still holding a normal Close Combat Expert, but no Super Strength. I'd give him 19-17 down the dial with like Impervious/Invulnerability
Nice trait on Snake, Jake lol it’s tough to do video game heroclix because you could make an argument for regen or leap/climb on a lot of them, but then it’d all run together, so it’s nice to see different schools of thought on such things! I’d clock him between 65 and 85 points. I like your take on him, Snake is a complex character that you could do a ton of ways.
A while ago I saw someone make a Beast Boy on dreams and desires who relied on 7 tokens on his card for health, damage, and healing instead of clicks, and could make a power action to choose what click to be on. I thought that was a very clever idea. That might also be cool incorporated with this Snake. He is pretty much the ultimate soldier, so switching roles at will would work well for the character, though the dial is cool as is and I don’t want to throw in over complicated ideas if it’s unnecessary. Just thought it was a neat concept, if not in need of a little extra thought and balance.
As for Metal Mario batmanfan, that's a neat figure to make and some good ideas there. I'd take all that Jake said into account. Though I'd say Metal Mario makes Mario stronger, but he's not Superman level. I'd say 3 would suffice. Mainly what MM did was make Mario invulnerable, destroy weaker enemies with a touch, and able to walk on water and ignore winds. So to that degree, Charge takes care of ignoring winds/knockback, so maybe give him the dolphin speed symbol to show he walks right on the bottom of water instead of having to stop and wade through. Offensively, I'd stick with 3 damage, maybe full movement charge, but no higher than 6 movement (he's slow as jake and zero said). At most, no flurry/CCE, but an SP that lets him make an attack against any target he becomes adjacent to during charging (no need to break away after the attack) to show him walking into and hurting people.