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Doom and his masterminding buddies just found a decent new friend for mid/high point games. While he can't be carried around, his TA will help him wander after his boss without using actions, his defense drops enough that he can be healed reasonably easily, and a crit hit or doubles on his Mastermind-toting employer won't cause the mastermind fodder to be KBd away for a follow-up hit.
You know what? He should have had his trait and his defense SP switched. You can't outwit your own figures, but you can Outwit his defense and destroy him.
Totally agree here!
"There are no stupid questions, but there are a LOT of inquisitive idiots." ~ Cluelessness
Quote
The only good thing accomplished by the One More Day story is that the Clone Saga is no longer the worst Spider-man storyline. - Owlman
Not bad! Though I'd like there to be an exception for Hulk moving him, as he's picked up Blob and tossed him before, but that's just me picking at nits.
gx051 R Hulk
Team: No Affiliation
Range: 0
Points: 199
Keywords: Brute, Horsemen of Apocalypse, Monster, Warrior
8
12
18
5
8
11
18
5
8
10
17
4
8
10
17
4
7
10
17
4
7
10
17
4
7
9
16
3
7
9
16
3
7
9
16
3
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
(Attack) Here's Your Friend Back: Give Hulk a close combat action that deals no damage. If it hits, place the target in a square adjacent to an opposing character who is within 10 squares and line of fire. Then make a ranged combat attack against that second opposing character, even if that attack would normally be illegal. If this second attack hits, deal both characters 3 penetrating damage. (Damage) Brainwashed: Friendly characters may target Hulk with Mind Control.
(Special) The Second Horseman: War: Modify Hulk's attack value by +1 until the end of the turn for each opposing character who took damage from an attack this turn.
gx051 R Hulk
Team: No Affiliation
Range: 0
Points: 199
Keywords: Brute, Horsemen of Apocalypse, Monster, Warrior
8
12
18
5
8
11
18
5
8
10
17
4
8
10
17
4
7
10
17
4
7
10
17
4
7
9
16
3
7
9
16
3
7
9
16
3
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
(Attack) Here's Your Friend Back: Give Hulk a close combat action that deals no damage. If it hits, place the target in a square adjacent to an opposing character who is within 10 squares and line of fire. Then make a ranged combat attack against that second opposing character, even if that attack would normally be illegal. If this second attack hits, deal both characters 3 penetrating damage. (Damage) Brainwashed: Friendly characters may target Hulk with Mind Control.
(Special) The Second Horseman: War: Modify Hulk's attack value by +1 until the end of the turn for each opposing character who took damage from an attack this turn.
There you go
Ah yes, forgot the whole "even if it would be illegal" thing! Thanks!
Longest-Reigning Drunken HeroClix Champion - anyone got a liver?
You know what? He should have had his trait and his defense SP switched. You can't outwit your own figures, but you can Outwit his defense and destroy him.
Yeah, but you can cancel SP's, just like standard powers.
This would make him beneficial to your team and helpful against opponents. By doing it the way they have, they avoided kind of overpowering him.
No rest until the great works of Anthony Edward Stark are in clix forms
Soon...his works will be realized... in 2013 the Hall of Armor in clix!