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I dunno how I feel about that incredibly awesome Megaman dial only costing 80 points. . That seems just a little too cheap. With the team ability, indom, two clicks of regen, a full dial of RCE and sidestep, that's gotta cost more like 95 to 100 ish. Maybe if you removed click 5 and nerfed the blue bomber power to "sidestep, when Megaman has no action tokens he can use RCE." It's just too awesome.
Ice Man
Real Name: Ice Man
Team: No Affiliation
Range: 6
Points: 60
Keywords: Robot, Scientist, Light Labs, Robot Masters
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Wily Stole the Robot Masters! : If Iceman is on a team with Dr. Wily, he has the Robot Masters team ability. If Iceman is on a team with Dr. Light, he has the Mega Man team ability. Weak to Thunder Beam: When Iceman takes damage from an attack in which the attacker used a Special Power called "Thunder Beam", he takes 1 additional click of damage. "ELECTRIC" ignores the Robot Masters team ability. Master of Ice: Iceman can use Barrier. He can use it normally, or he can use it as a Free Action to place one Barrier token. Ice Slasher: FREEZE: Iceman can use Penetrating/Psychic Blast. When a character is hit by Ice Slasher, roll a d6. On a result of 6, give the hit character an action token.
Iceman was a bit more dangerous than most of his compatriots. His damage output was high, and his shot pattern made his shots hard to dodge, hence the high attack values and Probability Control. But he also took a LOT of damage from Thunder Beam, so he could be dispatched quickly.
Ice Slasher is a deadly ranged attack that chills right through damage reducers and has a chance to give hit targets an action token too, potentially freezing them on the spot. Deflection makes him tough to hit at a range, and he's got Traited Barrier either as normal or as a Free Action to place a single square, so he's got some decent board control options. This Iceman may not be Bobby Drake, but that doesn't mean he can't bring the chill in his own special way.
I dunno how I feel about that incredibly awesome Megaman dial only costing 80 points. . That seems just a little too cheap. With the team ability, indom, two clicks of regen, a full dial of RCE and sidestep, that's gotta cost more like 95 to 100 ish. Maybe if you removed click 5 and nerfed the blue bomber power to "sidestep, when Megaman has no action tokens he can use RCE." It's just too awesome.
You've got a point. All that RCE is pretty heavy damage there. But I want to keep him at 80 points, so I shall take your advice into advisement. Thank you for the input!
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Fire Man
Real Name: Fire Man
Team: No Affiliation
Range: 6
Points: 60
Keywords: Robot, Light Labs, Robot Masters
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Wily Stole the Robot Masters! : If Fireman is on a team with Dr. Wily, he has the Robot Masters team ability. If Fireman is on a team with Dr. Light, he has the Mega Man team ability. Weak to Ice Slasher: When Fireman takes damage from an attack in which the attacker used a Special Power called "Ice Slasher", he takes 1 additional click of damage. "FREEZE" ignores the Robot Masters team ability or deals 1 click of unavoidable damage if it deals no damage. Fire Storm: BURN: Fireman can use Precision Strike. After he uses Precision Strike, attach the Fire Storm marker to him. When the Fire Storm marker is attached, Fireman can use Poison. Remove the Fire Storm marker at the beginning of your next turn, after any Poison damage has been dealt.
Certain powers in this set are going to require ClixFX bases. Fireman's Fire Storm is one of those, as when it was used, it also came with a short-term spinning fireball barrier. It didn't block shots like later spinning barriers Leaf Shield or Skull Barrier would, but it did cause damage to anything in its vicinity.
Fire Storm then provides a bit of offensive power along with a bit of dissuasion tactics. You're going to want to be wary about basing a Fire Storm user because they could at any moment develop the ability to use Poison on you.
Last edited by No-Name; 02/03/2022 at 14:30..
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Unique Dr. Light
Real Name: Thomas Light
Team: Light Labs
Range: 0
Points: 25
Keywords: Scientist, Light Labs
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In Contact With Mega Man: If Dr. Light occupies his starting area, he can use his Team Ability and Damage Powers as if he occupied the square of any friendly character with the Mega Man team ability. World's Greatest Robotics Expert: Dr. Light can use Support, but only on characters with the Robot Keyword. When he does, modify his attack value by +3.
Unique Dr. Wily
Real Name: Albert Wily
Team: Dr. Wily
Range: 6
Points: 60
Keywords: Ruler, Scientist
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They'll See My Genius!: When Dr. Wily is part of a Robot Masters theme team, he counts towards that theme. For each friendly adjacent character with the Robot Masters team ability, choose one stat aside from Damage and modify it by +1. Resurrected Robot Masters to Guard Castle Wily: When a friendly character with the Robot Masters keyword is KO'd, roll a d6. On a result of 6, turn it to click # 3 after points are scored and place it in your Starting Area. This Trait can only succeed once per game. Escape at the Last Moment: STOP. Dr. Wily can immediately use Phasing/Teleport. This counts as one of your actions for your previous turn. Protect Me!: Friendly adjacent characters with the Robot Masters keyword can use Defend, but only to modify Dr. Wily's defense. Reprogram You to Do My Bidding: Dr. Wily can use Mind Control, but only to target characters with the Robot keyword. When he does, modify his attack value by +2.
For our first two-fer, I've opted to focus on our dueling scientists, the benevolent Dr. Light and the villainous Dr. Wily.
Dr. Light should really never leave the Lab, and luckily, he doesn't need to! He's in contact with Mega Man during his missions, and as such can help our heroic robot out safe from home! Strategic pushing can get you the Damage Power you want most, but it's a tricky endeavor to do that. Luckily, he'll always have access to the Light Labs team ability, which arguably may be more valuable than his Damage Powers. If your robot fighters get a bit too banged up, they can always make a strategic retreat back to Dr. Light for repairs. And if that robot fighter happens to have the Mega Man team ability, they can teleport right back out into the fight!
This is Dr. Wily without any mechanical help - so no Wily Machine, no Wily Capsule. But that doesn't mean he isn't dangerous! His repeated attempts to conquer the world no matter how often he's failed grant him Indomitable, the Dr. Wily team ability allows him to transfer damage to his Robot Masters, and he's got some nasty tricks up his lab coat sleeves. If one of his Robot Masters gets KOd, he can try to revive it back at home base, giving him another warrior (and his opponent another chance to earn victory points, but hey - you can't discount the tenacity). He can force his Robot Masters to protect him, and if he chooses the right one, that can get him a huge Defense boost. He's got a good run of Outwit at the top and Sidestep for positioning to help his Robot Masters' attacks stick, followed by Stealth in the middle and another special power allowing him to reprogram opposing Robots to do his evil work for him.
But Dr. Wily always has an escape plan, and he may just get to use it in the end. His last click is a STOP click, offering him the chance to Teleport away on his opponent's turn. Just make sure he's got the actions available to do it, or else he's stuck.
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Subscribing to the thread. Also, I'm not sure Elec Man and Fire Man should have an opening 4 damage for their points. Glass Cannon yes, but one I'd gladly throw to the dogs if it hits even once hard enough for those points.
I thought it might have been too much, but I looked at where dial design seems to be these days, and there just seems to be so much more bang for the buck than before. I also felt like the weakness traits should send cost in a downward direction.
ASK ME ONCE I’LL ANSWER TWICE JUST WHAT I KNOW I’LL TELL BECAUSE I WANNA!
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I thought it might have been too much, but I looked at where dial design seems to be these days, and there just seems to be so much more bang for the buck than before. I also felt like the weakness traits should send cost in a downward direction.
Those are fair points to make, carry on then. I had no other constructive criticisms. Looking forward to seeing more Mega Man dials.
Roll
Real Name: Roll
Team: Light Labs
Range: 0
Points: 40
Keywords: Robot, Light Labs
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You're Helping the World, Not Hurting It!: If Roll occupies your starting area, give Roll a Power Action. When she is given this Power Action, she may use Enhancement as if she occupied a square adjacent to a friendly Mega Man. Protect Dr. Light: Roll can use Close Combat Expert. If there is an opposing character in your starting area, modify Roll's attack and damage by +1.
This version of Roll takes a few more cues from Archie Comics than from the games. In the games, there's very little she actually does unless you're counting the wonderful bit of Roll content in "Mega Man: Powered Up" on the PSP. And I may yet do a version focused on that, a Mega Man team affiliation close combat monster, beating the crap out of enemies with her broom.
This one is at her best when she stays in the lab with Dr. Light, providing some long-distance support to Mega Man via her trait, maybe even using her team ability on him before he embarks on his adventure, while she hangs back to make sure the good doctor stays safe.
Since Light will have a big target on his back and enemies will likely want to invade his lab to remove his considerable long-distance support prowess from the board, Roll is here to show them the error of their ways. The moment they make it into the lab, she stands to show them a thing or two about what a bad idea that was, boosting her attack and damage and hitting them with some Close Combat Expert.
Happy Belated Birthday, Judge Loudog!
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Summon Rush: At the beginning of the game, place 3 Summon tokens on Rush's card. You may give a friendly character a Free Action to Summon Rush, placing Rush adjacent to the character. When you do, remove a Summon token from Rush's card. When Rush has no more Summon tokens, this trait cannot be used. Variable Form: Give Rush a Free Action to turn his dial to a click of the same number but a different color. Rush Jet: Rush has . His speed value is unaffected by the Carry ability. Rush Coil: Adjacent friendly characters can use Sidestep. This use of Sidestep does not count against them if they can already use Sidestep, and ignores Elevated Terrain for movement purposes. Rush Marine: Rush has and can use the Carry ability. His speed value is unaffected by the Carry ability.
I had initially intended to do Rush as a Shifting Focus character, granting three separate sculpts for the same character. But that felt inefficient, as Rush shouldn't have lengthy enough dials to require separating them all out. So instead, he's all on one dial, with Special Powers demarking the differences between his forms. Imagine the first three clicks are red, the second three clicks are blue, and the third three clicks are green, since I don't really know how to code that.
Since he's summoned at will by Mega Man in the games, I knew he needed a mechanic like that, but how to make it both useful and fair? Limit it to three times per game. This mimics not only the energy bar weapons get, but also keeps it from being abused over the course of gameplay.
Bring Rush in to help your characters out with various situations. Having trouble with Water Terrain? Rush Marine is there for you. Need to hop up to a rooftop? Rush Coil. Feel the need to fly? Rush Jet. I opted against having Rush Jet and Rush Marine act as Vehicles, because when you get down to it, in the games, they don't do what Vehicles do in Heroclix. If you get shot while flying Rush Jet, you still take damage, so it felt inaccurate to provide the vehicle protection thing that Heroclix does.
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Unique Auto
Real Name: Auto
Team: Light Labs
Range: 6
Points: 45
Keywords: Robot, Light Labs
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Auto's Shop: When one of your characters KOs an opposing character, place a Bolt Token on that character's card. Friendly characters adjacent to Auto can remove one Bolt Token from their card as a Free Action to either heal 1 click or modify their Defense by +1 for two turns or until they are successfully hit by an attack.
Auto debuted in Mega Man 7 along with the shop. When you defeated enemies, they'd drop Bolts, which could be exchanged for 1ups, E-Tanks, Rush upgrades, and more. He's not an easy character to translate to Clix, but I made a valiant effort if I do say so myself.
He has no special powers, relying instead on the basics his mechanic skills can afford him. But those powers are really only there if enemies get too close to him to try and shut his shop down. The shop is the real important part here.
When Auto is on the field, KOing enemies can net you a Bolt Token, which you can use to buy either a click of healing or a bit of armor. He can also help out with his Light Labs team ability, making Auto a fairly useful guy to have on your team.
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Weak to Quick Boomerang and Metal Blade: When Metalman takes damage from an attack in which the attacker used a Special Power called "Quick Boomerang" or "Metal Blade", he takes 1 additional click of damage. "SLICE" ignores the Robot Masters team ability. Battle on a Conveyor Belt: At the beginning of the game, place three Special Tokens in a line perpendicular to your Starting Area in the half of the map your Starting Area occupies. When opposing characters occupy these Special Tokens, reduce their Speed by half. At the end of each turn, place the opposing character occupying a Special Token one square further from your Starting Area. Metal Blade: SLICE: Range value +1. Twice per turn when you miss a Ranged Action, you may make another Ranged Action as a Free Action.
Welcome to Mega Man 2! This was the game that really catapulted Mega Man into the stratosphere, and still ranks by many as one of the best games the NES ever had. It's challenging but not impossible, it has some of the most memorable tunes in all of video games, and really cemented much of what makes Mega Man distinct from all other games aside from his imitators.
And here we finally have a Robot Master with the Robot Master team ability built in! Since Mega Man 2's Robot Masters weren't designed by Light, they have no sway in allegiance like the first game's set did.
You'd think a guy named Metalman would have some level of toughness, but let's be honest here - Metalman was weak sauce, possibly even the weakest of all Robot Masters. Dude was fatally vulnerable to his own darn weapon even.
But Metal Blade was the BEST weapon, so... maybe that's not so much his fault. I could have made Metal Blade like Rolling Cutter, but I wanted it to be distinct. So I focused on its rapid-fire potential. Metal Blade gets up to three tries to hit. With Metal Man's weak attack values, he'll need those three tries, but that ain't bad for a 30 point investment.
I also opted to allow him to replicate his boss fight a bit by laying down conveyor belt at the beginning of the game. The odds that it will ever come into play are slim to none, as what player would willingly hamper their speed, but if you're on the right map, you could make access to your starting area difficult for enemies.
Last edited by No-Name; 07/03/2018 at 10:44..
ASK ME ONCE I’LL ANSWER TWICE JUST WHAT I KNOW I’LL TELL BECAUSE I WANNA!
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Weak to Time Stopper: When Quickman is affected by an attack in which the attacker used a Special Power called "Time Stopper", he takes 1 click of damage. "FREEZE" ignores the Robot Masters team ability or deals 1 click of unavoidable damage if it deals no damage. Fastest Robot Master: Quickman can use Sidestep twice per turn. When he does, he ignores characters for movement purposes. Quick Boomerang: SLICE: Quickman can use Precision Strike. He may reroll one die on his attack rolls, but only for Ranged Attacks. This power can be used in conjunction with Speed powers.
Quickman was a pain in the butt. His stage was pretty dang tough with those one-hit-kill laser beams, and he wasn't the easiest Robot Master to peg down. Sure, Time Stopper drained half of his HP away, but you still had to hit him after that, and if you didn't have an E-Tank on hand or a relatively full health bar, you were in danger.
Quickman moves fast, expectedly, and isn't the easiest to hit. His base damage may be on the low side for 70 points, but he's full of ways to bypass Damage Reducers. Precision Strike will help you chip your enemies down, Perplex can make your attacks hit a bit harder, or be more likely to hit, and while he doesn't have Probability Control until later in the dial, being able to pick a die and reroll it can greatly increase your chances of successful hits.
Just better hope that Flashman isn't out there, or that Mega Man hasn't killed your Flashman - because Quickman just might be in trouble if so.
Last edited by No-Name; 07/03/2018 at 10:45..
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!