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Insecticon: Beetle: FREE: Turn Bombshell to a click # of a different color. // When Bombshell is adjacent to two or more friendly characters with the Insecticon keyword, attack +1.
(+25 Points) Clones: When an opposing character is KO'd, place a Clone token in the square it last occupied. // POWER: Remove a Clone token or heavy object within 6 squares and line of fire and generate a bystander from this card into that square. [MAX: 5]
Cerebro-Shells: Mind Control as CLOSE. // Mind Control with a range of 8, but only to target character's he's hit with Mind Control this game.
Eat Anything: Steal Energy. POWER: Destroy an adjacent object or destroy a piece of blocking terrain and heal 2 clicks.
WE DON'T HAVE ALL DAY (Charge)
THE MIND IS MY PLAYPEN (Sidestep)
EXOSKELETON (Invulnerability)
ROBOTS IN DISGUISED (Toughness)
DOES IRON RUST RED? (Super Senses)
BEETLE SHELL (Combat Reflexes)
HEAD MOUNTED MORTAR (Range Combat Expert)
LASER-TORCH STINGER (Exploit Weakness)
SWARM (Empower)
Clone: Salvo may start on side A or B. // If a friendly character named Bombshell has taken an action this turn, then Salvo has AUTONOMOUS // If there are no friendly characters named Bombshell on your force, KO this character.
Insecticon: FREE: Flip Salvo over to its other side.
Insecticons: Stag Beetle: FREE: Turn Shrapnel's dial to the same click # of a different color. // When Shrapnel is adjacent to two or more friendly characters with the Insecticon keyword, attack +1.
(+25 Points) Clones: When an opposing character is KO'd, place a Clone token in the square it last occupied. // POWER: Remove a Clone token or heavy object within 6 squares and line of fire and generate a bystander from this card into that square. [MAX: 5]
Eat Anything: Blades/Claws/Fangs, Steal Energy. POWER: Destroy an adjacent object or piece of blocking terrain and heal 2 clicks.
Electrical Bolt: Precision Strike. Attack +1 when making a range attack targeting characters with the Armor, Robot, or Vehicle keyword.
CONTROL ELECTRICITY... (Running Shot)
...YOU CONTROL THE WORLD (Sidestep)
SHATTERING IRON TORSOS (Charge)
40,000 VOLTS ELECTRICAL BURST (Penetrating/Psychic Blast)
GRENADE LAUNCHER (Energy Explosion)
ELECTRICALLY CONTROL ROBOTS AND MACHINES (Telekinesis)
EXOSKELETON (Invulnerability)
ELECTRICAL ABSORPTION (Energy Shield/Deflection)
ROBOT IN DISGUISE (Toughness)
KEEP AT BAY (Combat Reflexes)
'LEADER' OF THE INSECTICONS (Leadership)
LIGHTNING AUGMENTED ELECTRICAL CAPACITY (Range Combat Expert)
Clone: Shothole may start on side A or B. // If a friendly character named Shrapnel has taken an action this turn, then Shothole has AUTONOMOUS // If there are no friendly characters named Shrapnel on your force, KO this character.
Insecticon: FREE: Flip Shothole over to its other side.
Insecticons: Grasshopper: FREE: Turn Kickback's dial to the same click # of a different color. // When Kickback is adjacent to two or more friendly characters with the Insecticon keyword, attack +1.
(+25 Points) Clones: When an opposing character is KO'd, place a Clone token in the square it last occupied. // POWER: Remove a Clone token or heavy object within 6 squares and line of fire and generate a bystander from this card into that square. [MAX: 5]
Powerful Legs: Kickback's range is 0. // Leap/Climb. When Kickback uses Leap/Climb, speed +2. // FREE: If Kickback has less than two action tokens, halve speed then Leap/Climb at no cost.
Eat Anything: Steal Energy. POWER: Destroy an adjacent object or piece of blocking terrain and heal 2 click.
Friend Is Another Word For Fool: Perplex, but only to target other characters. // Mind Control, but only to target either an opposing character that Kickback use Perplex to positively modify a combat value -or- a friendly character that Kickback use use Perplex to negatively modify a combat value.
WINGS (Sidestep)
ARMOR-PIERCING SUBMACHINE GUN (Precision Strike)
BLACKMAIL (Mastermind)
EXOSKELETON (Invulnerability)
ROBOT IN DISGUISE (Toughness)
NIMBLE (Combat Reflexes)
KICK A HOLE THROUGH STEEL (Close Combat Expert)
Clone: Zaptrap may start on side A or B. // If a friendly character named Kickback has taken an action this turn, then Zaptrap has AUTONOMOUS // If there are no friendly characters named Kickback on your force, KO this character.
Insecticon: FREE: Flip Zaptrap over to its other side.
TRANSFORM: Army Jeep: FREE: If Hound began your turn on the map and has no pilot, replace him with another character with this trait on the same click number.
Robot in Disguise: Toughness
Illusion Generation: POWER: friendly characters within 3 squares can use Shape Change.
Hologram Gun or Rocket Launcher:At the beginning of your turn, choose one of the following powers to use until the beginning of your next turn; Perplex or Range Combat Expert.
SCOUT (Sidestep)
THE RUNNING'S OVER (Charge)
TRICKED BY A HOLOGRAM (Incapacitate)
ADOPTED EARTH AS HOME (Defend)
DETERMINED TRACKER (Willpower)
TELL MEGATRON WHO DEFEATED YOU THIS DAY (Outwit)
TRANSFORM: Army Jeep: FREE: If Hound began your turn on the map and has no pilot, replace him with another character with this trait on the same click number.
Auto-bots: Hound has AUTOPILOT, but does not take unavoidable damage from it.
Holographic Projector: Smoke Cloud with a range of 6. Friendly characters that occupy a smoke cloud marker and that have not moved since the marker was placed can use Stealth.
Recieve Any Message Sent By An Autobot: Friendly characters have when targeting other friendly characters.
THE RUNNING'S OVER (Charge)
ALL TERRAIN (Leap/Climb)
STURDY CONSTRUCTION (Invulnerability)
ROBOT IN DISGUISE (Toughness)
SARGE (Leadership)
RECON (Enhancement)
TRANSFORMERS!!!!!!!!!!!! said in my best kal swan impression. man that film's soundtracked rocked my socks off. totally holds up today and is stan bush's best work.
a set full of sf robots in disguise is amazegreat. really looking forward to this and man oh man does wk need to do more with their license acquisition of Hasbro because these would sell better than hotcakes
also on a formatting note, can I say that I really enjoy the subtle add of the color coded rarity. it's easy to forget in posting each dial which is which rarity and that adds a bit to the understanding of the overall design within the context of the greater picture of the set. very nice. I don't want those little touches to go unnappreciated
001 bumblebee - way to kick it off with this lovable rascal. keeping him internally sf was a good call, not overstretching either dial and enabling the little guy to be just that. you've always demonstrated in your sets a shrewd understanding of your own thematic mechanics and knowing when to step out of it for the sake of a design. I enjoy that he works as a support piece, a good spotter for the team with his almost inverse police ta and his enhancement (I love enhancement) to make the rest of the guys work better because he's there to help out. his beetle mode's ability to keep on keeping on is a swell idea to add function to his car mode. will the internal sf dials have a/b sculpts?
016 windcharger - I like the breakdown of his dial, a tk centered piece (always useful) with high range defense that switches to a highly mobile, keep-on-keeping-on ss/sc nuisance that'll let him quickly get into position once. at first I was a little confused as to why the sp didn't just have sidestep, then I realized it's all about leaning into the sf option. in bot mode, he's got sidestep but if he shifts he won't be able to use the added mobility yet. but if he starts as a card he can get his free 2, move, shift gears and then sidestep. so it's a very subtle way to reinforce the increased mobility on 4 wheels instead of 2 legs. man that's smart design. really, really smart
025 cliffjumper - the glass mechanic is a cool way for him to soften up the opposition and kind of spread the effect of his own ps, and develop it more. I appreciate the balance in how the tokens are removed. i'm not sleeping on your flavor text, btw, strike first, strike fast, strike hard is well applied and flows in its dial order very well. as ol col hannibal smith put it, "I love it when a plan comes together." speaking of, i'm enjoying the opening sc on all the cars as they blend into their surroundings a bit more than giant robots . cliffjumpers sp is so cool. the added for his name's sake is cool enough, but the added attack if he dives deep into the enemy not only encourages you to play him reckless it rewards you to be true to form. very nicely executed. his stat flow is swell, too. I appreciate the surprise upswing in dmg on click 3 in car mode
008 skywarp - hahaha, he's dumb. he's so dumb that he gets double perplexed , very nice. "robots in disguise" as a (presumably) shared is a nice way to keep them roboty but open up some dials to some more options. the teleport trick is neat, and encourages you to keep it short "for accuracy" but you can go big or go home . I love how the free action aspect of the p/t plays with his rce. it's a gamble if you push too far, so you have to play it smarter than skywarp is . the steps aesthetics of his dial layout is neat. I also appreciate you made him as a good node to how the jets are bigger
027 skywarp - "more than meets the eye" is a clever shared in that it solves the riddle of the -as-characters and the flavor text is not just a nod to the catchphrase, the catchphrase very much explains how it is that they are more than what you'd expect from a pilotless . I like how this form has a different take on the warping, using it as a passive defensive boost or an after the fact pop out as this dial is all about the run and gun. smartly starting with high speed rs before transitioning into hss. the can punch harder, but boy can this guy can move. great balance between the two
019 thundercracker - the doubtful decepticon, the villain with a conscious is demonstrated well with his chance to get immobile. that's such a careful nod to include and executed simply, but well to represent hesitation on the battlefield. and the way he's AoE focused, there's a good chance it'll come into the conversation. very well done there.
032 thundercracker - sonic boom is amazing and the hss/rs/hss inversion of the pattern on skywarp sets the similar jet apart while complementing his partner in crime. but putting his hesitation into his autopilot is the crème de la crème. so cool. so he's penalized from attacking unless he's got a strongwilled leader to call the shots (take the blame?). I said it in your amazing multiversity set, but you are the master of applying limitations and weaknesses, hands down. seriously, this is your signature skill in dial design. more people should want to put and see limitations and weaknesses in dials that infuses character (and cuts costs )
042 starscream - back when wizard magazine was still a thing, they did a list of the 100 greatest villains one time. megatron was high up there, but #1 was starscream for having the balls to betray a badass big bad to his face. that's the first thing I always think about with starscream. you have captured that in spades. "I should lead" is such a cutthroat capitalization on megatron whiffing his leadership. he sandbags a token on him and steps up to show how it should be done. I honestly don't care what the rest of the dial looks like, you've already made the perfect starscream with that alone! but then you went and made a superb dial after that, as you always do . the ambitious costed plays into it more, letting him punch above his considerable weightclass and gives him a defensive edge to sf back to this sturdier dial when the mobility/range option gets based. smart design. I also like the limitations on the his sp in how it's all about careful timing and scheming on the sly, get your sinister starscream chuckle ready. and the null-ray is such a sweet way to handle stunning blow. man, there's just too many good things on this dial to digest it all. well done, top marks, my friend. well done
032 starscream - while the other form is all about shrewd betrayals, this dial is just streamlined for battle. he shoots, he scores, he speeds on by. I like that his cluster bombs target grounded foes. and I like that he's got supporty powers still, but ones that are more geared to selfish application
002 brawn - lots of subtle differences between the two forms here. the jeep is sturdier with a longer string of invuln and a bit faster up top, but the bot has higher defense value and is no slouch on its own sidestep. there will have to be careful min/max choices from the player on this one. I like the demo , it'll be super helpful for the team. might over microchips might be the funnest cce flavor text I've encountered yet
017 huffer - that homesick weakness is sick. what a great , so flavorful. once again you've really integrated a weakness into the design that captures the character informs the dial while keeping it playable. well done. solid support from the bot and a mean mamajammer rammer that busts blocks on the truck. the ability to carry :g-giants: will be especially helpful for his team. i'm imagining optimus prime moto surfing on him now
004 gears - what an impressively obscure callback in the spidey team up. i'm especially impressed with the vehicle this time. pairing defend (modest values duly noted, great restraint there) with reverse mm means this guy is taking care of his team. 1 small tweak i'd make, if I may be so bold, would be to swap his toughness and invuln flavor text for consistency's sake. ymmv
038 bombshell - definitely getting a warriors three vibe from your take. meshing attack bonus with their attack swap ta means the insecticons are gonna bite hard. I really dig the range vs melee focus on the switch and the way you've handled mc on touch but ranged after the effect navigates a familiar mc trope very very well. I love that the clone pogs are congorilling their own sf, too. the conditional autonomous and the self-ko are all wonderful balances. this is an especially well done dial
039 shraphnel - bombshell was about mc and rce, shrapnel goes for the jugular with ppb. bombshell had a taste for steal energy, shrapnel's bringing the blades. I like the similarities and the subtle distinctions. these guys play very similarly but the slight differences yield big results. I feel like bombshell was about guile and sustainability and shrapnel is all about getting KOs. protip: be very careful when sayin shothole out loud
040 kickback - man, kickback, you're the meanest grasshopper I've ever seen. from the topdial mm to let you know where you stand to the mean ol perplex flavor text to not hold anything back, this guy is all about use and loose. that super leap is neat, especially how you've incorporated the speed boost which also applies to the free.
TRANSFORMERS!!!!!!!!!!!! said in my best kal swan impression. man that film's soundtracked rocked my socks off. totally holds up today and is stan bush's best work.
Couldn't agree more. I love how PT Anderson used "The Touch" in his film Boogie Nights.
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man oh man does wk need to do more with their license acquisition of Hasbro because these would sell better than hotcakes
I had the same thought, but I'm starting to wonder if the property is as popular as I thought it was.
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also on a formatting note, can I say that I really enjoy the subtle add of the color coded rarity. it's easy to forget in posting each dial which is which rarity and that adds a bit to the understanding of the overall design within the context of the greater picture of the set. very nice. I don't want those little touches to go unnappreciated
Thank you. I noticed on the dial generator it has a spot to list the rarity, but to best I can figure, it does nothing to the bbcode generated. So I thought, I'd add my own. Glad you like it.
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001 bumblebee - (I love enhancement) will the internal sf dials have a/b sculpts?
1. You love enhancement? I love enhancement (maybe too much on this set). 2. I did think about switchclix style sculpt changes. My ideal solution would be, instead, the sculpt is a transformer that you can actually transform on the base
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016 windcharger - at first I was a little confused as to why the sp didn't just have sidestep, then I realized it's all about leaning into the sf option. in bot mode, he's got sidestep but if he shifts he won't be able to use the added mobility yet. but if he starts as a card he can get his free 2, move, shift gears and then sidestep. so it's a very subtle way to reinforce the increased mobility on 4 wheels instead of 2 legs. man that's smart design. really, really smart
Thank you. You nailed my reasoning behind the Speed SP perfectly.
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025 cliffjumper - the glass mechanic is a cool way for him to soften up the opposition and kind of spread the effect of his own ps, and develop it more. I appreciate the balance in how the tokens are removed. i'm not sleeping on your flavor text, btw, strike first, strike fast, strike hard is well applied and flows in its dial order very well. as ol col hannibal smith put it, "I love it when a plan comes together." speaking of, i'm enjoying the opening sc on all the cars as they blend into their surroundings a bit more than giant robots . cliffjumpers sp is so cool. the added for his name's sake is cool enough, but the added attack if he dives deep into the enemy not only encourages you to play him reckless it rewards you to be true to form. very nicely executed. his stat flow is swell, too. I appreciate the surprise upswing in dmg on click 3 in car mode
Any good flavor text in this set can almost assuredly be attributed to source material. The crappy stuff I come up with is usually just either a description or a single word. I sometimes have problems with flavor text.
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008 skywarp - hahaha, he's dumb. he's so dumb that he gets double perplexed , very nice. "robots in disguise" as a (presumably) shared is a nice way to keep them roboty but open up some dials to some more options. the teleport trick is neat, and encourages you to keep it short "for accuracy" but you can go big or go home . I love how the free action aspect of the p/t plays with his rce. it's a gamble if you push too far, so you have to play it smarter than skywarp is . the steps aesthetics of his dial layout is neat. I also appreciate you made him as a good node to how the jets are bigger
His stupid double perplex also acts as a way to neutralize friendly perplex used on him.
I'm not sure why, but I like the step aesthetic too. I was retooling the design when the 'steps' appeared and I liked it and decided to leave it.
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027 skywarp - "more than meets the eye" is a clever shared in that it solves the riddle of the -as-characters and the flavor text is not just a nod to the catchphrase, the catchphrase very much explains how it is that they are more than what you'd expect from a pilotless . I like how this form has a different take on the warping, using it as a passive defensive boost or an after the fact pop out as this dial is all about the run and gun. smartly starting with high speed rs before transitioning into hss. the can punch harder, but boy can this guy can move. great balance between the two
As you know, I was trying to work around this. I can't tell you how many iterations these basic designs went through. I finally decided to bite the bullet and just add an autopilot trait and run as is basically.
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019 thundercracker - the doubtful decepticon, the villain with a conscious is demonstrated well with his chance to get immobile. that's such a careful nod to include and executed simply, but well to represent hesitation on the battlefield. and the way he's AoE focused, there's a good chance it'll come into the conversation. very well done there.
I though Immobile would be a nice and slightly different take on the conflicted character (instead of lowering his attack value or something). This doesn't hurt him as bad as it may seem. He can still attack if necessary. Oh, also, I went back and added (even if this power is lost) to the immobile, since I started to wonder if you couldn't just SF out of it.
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032 thundercracker - but putting his hesitation into his autopilot is the crème de la crème. so cool. so he's penalized from attacking unless he's got a strongwilled leader to call the shots (take the blame?). I said it in your amazing multiversity set, but you are the master of applying limitations and weaknesses, hands down. seriously, this is your signature skill in dial design. more people should want to put and see limitations and weaknesses in dials that infuses character (and cuts costs )
Thank you. That is a big compliment, and I appreciate it. I have always thought characters are defined by their weaknesses, and this is especially so in super heroes.
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042 starscream - "I should lead" is such a cutthroat capitalization on megatron whiffing his leadership. he sandbags a token on him and steps up to show how it should be done.... the ambitious costed plays into it more, letting him punch above his considerable weightclass and gives him a defensive edge to sf back to this sturdier dial when the mobility/range option gets based. smart design. I also like the limitations on the his sp in how it's all about careful timing and scheming on the sly, .... man, there's just too many good things on this dial to digest it all. well done, top marks, my friend. well done
Thank you. I did like the "I should lead" trait, but it was afraid I was piling on too much with the ambition pay-to-play trait. Maybe I should have added one of the traits to his jet mode.
I wanted to make Ambitious trait usable by the Jet mode since you'd be theoretically getting 25 points less of a figure when you transform. I thought the sideline trait would be a cool idea (I should note that I was probably influenced by your awesome Ultra Boy design). One thing, I'm not exactly sure, but it seems like if you SF into Jet mode and are KO'd in that form, your opponent wouldn't score the 25 pts. So that's an idea.
On the damage SP, I liked the idea of a character having Outwit that can be used for defense only, so forcing you to end your turn after using it seemed like the best way to accomplish that.
It make me happy that you like this design so much. It really is one of my favorites from this set.
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032 starscream - while the other form is all about shrewd betrayals, this dial is just streamlined for battle. he shoots, he scores, he speeds on by. I like that his cluster bombs target grounded foes. and I like that he's got supporty powers still, but ones that are more geared to selfish application
This dial feels a little flat when compared to his robot mode, especially for a rare. With the obligatory transform and autopilot traits, then throwing the toughness trait on top just made the dial over-crowded as is.
Thanks for the feedback. It was getting kind of lonely in here.
002 brawn - might over microchips might be the funnest cce flavor text I've encountered yet
The CCE flavor text is Brawn's motto and I knew I had to include it. So fun.
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017 huffer - i'm imagining optimus prime moto surfing on him now
Now that this idea is out in the universe, it's a must it exists.
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004 gears - 1 small tweak i'd make, if I may be so bold, would be to swap his toughness and invuln flavor text for consistency's sake. ymmv
Suggestions are always welcome. The change has been made.
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038 bombshell - I love that the clone pogs are congorilling their own sf, too. the conditional autonomous and the self-ko are all wonderful balances. this is an especially well done dial
I'll admit that I was rather proud of this design when it was all said and done. The Pog shifting focus and conditional autonomous were some final touches that I felt brought the entire design together nicely.
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039 shraphnel - protip: be very careful when sayin shothole out loud
I know. When I saw that was the name given to his clones I was wonder what the hell they were thinking.
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040 kickback - man, kickback, you're the meanest grasshopper I've ever seen. from the topdial mm to let you know where you stand to the mean ol perplex flavor text to not hold anything back, this guy is all about use and loose. that super leap is neat, especially how you've incorporated the speed boost which also applies to the free.
My only concern is that he comes across off as more powerful than the other insecticons. That was not my intent.
Again, thanks for the great feedback and support. It means the world.
031 hound - I enjoy the way you use holograms. handing out sc on top of his defend (and he's friendly to himself ) makes him a great defense add. then he can choose to perplex or rce. that's an interesting either/or choice. unless you're boosting his own defense* or targeting someone else, the rce has the edge, but the ability to "specialize offensively" or general buff is a neat way to look at the powers combined. the traited toughness on top of the sc gives him some deceptive durability and opens up his defense track to fun options
006 hound - that smoke cloud! harry houndini is dropping some sweet stealth game. great application of holograms as smoke, what a clever differentiation from the bot's application. I really like how you've parsed the execution on this one. plus that power spike on click 5 should catch some folk off guard. his granting a specific could be huge on the right lineup to take advantage off it, especially since it's not kw dependent
*darkhorse options on range and speed
Quote : Originally Posted by Renokhan
My only concern is that he comes across off as more powerful than the other insecticons. That was not my intent.
TRANSFORM: Camper Truck: FREE: If Trailbreaker began your turn on the map and has no pilot, replace him with another character with this trait on the same click number.
EM Jamming:At the beginning of your turn, choose either Perplex or Outwit. Opposing characters within 6 squares can not use chosen power to target other characters
Force Field: POWER: Trailbreaker and adjacent friendly character can use Energy Shield/Deflection until your next turn.
AN AUTOBOT'S AS GOOD AS HIS FUEL TANK (Sidestep)
GIANT ROBOT (Super Strength)
BUILT CYBERTRON TOUGH (Invulnerability)
ROBOT IN DISGUISE (Toughness)
TRANSFORM: Camper Truck: FREE: If Trailbreaker began your turn on the map and has no pilot, replace him with another character with this trait on the same click number.
Auto-bots: Trailbreaker has AUTOPILOT, but does not take unavoidable damage from it.
Force Field: Barrier. At the beginning of your turn, you may choose not to remove blocking terrain markers placed by Trailbreaker, but he may not take a costed action that turn.
AN AUTOBOT'S AS GOOD AS HIS FUEL TANK (Sidestep)
WAIT FOR ME (Charge)
BUILT CYBERTRON TOUGH (Invulnerability)
ROBOT IN DISGUISE (Toughness)
I'M RUNNING OUT OF POWER (Energy Shield/Deflection)
TRUCK MODE (Shape Change)
TRANSFORM: Jet or Tank: FREE: Turn Blitzwing's dial to the same click # of a different color. // When Blitzwing's click # is red, he has Willpower and , when his click # is blue he has and , when his click # is green, he has and .
Decpeticons: Blitzwing has AUTOPILOT, but he doesn't take damage from using it.
Dive Bomb Into Tank: Running Shot. // MOVE: Move in a direct path, then turn Blitzwing's dial to the same click # but green, then Close Combat Expert at no cost.
Sword Short-Circuits Electrical Devices: Blades/Claws/Fangs. When Blitzwing uses it, hit characters are assigned an action token.
Gyro-Blaster Rifle: Range -1. When Blitzwing makes a range attack, hit characters half their speed value until your next turn.
DESTROY FIRST... (Sidestep)
...THINK LATER (Charge)
SUPERSONIC JET FIGHTER (Hypersonic Speed)
TRACK-MOUNTED CANNON (Running Shot)
ELECTRON SCIMITAR (Blades/Claws/Fangs)
HEAT-SEEKING CONCUSSION MISSILES (Energy Explosion)
ROBOT IN DISGUISE (Toughness)
COUNTER-MEASURES (Super Senses)
REINFORCED ARMOR (Impervious)
SHOCK PLATING (Invulnerability)
GROUND AND AIR COMMANDO (Battle Fury)
EXPLOSIVE SHELLS (Range Combat Expert)
031 hound - I enjoy the way you use holograms. handing out sc on top of his defend (and he's friendly to himself ) makes him a great defense add. then he can choose to perplex or rce. that's an interesting either/or choice. unless you're boosting his own defense* or targeting someone else, the rce has the edge, but the ability to "specialize offensively" or general buff is a neat way to look at the powers combined. the traited toughness on top of the sc gives him some deceptive durability and opens up his defense track to fun options
I think making a useful 75 character who's mostly support is hard. Making one that is support-y but still offensively inclined is really tough to pull off. They are usually not go enough at either support of offense to justify their points. I was afraid that's what I was doing here with Hound's dial. Giving allies shape change is awesome but I felt I had to make it costed to keep it in check, but now I'm second guessing myself.
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006 hound - harry houndini
A pun that would make silver age DC writers proud.
029 trailbreaker - especially sturdy and his active shielding only improves that, esd is especially useful for a . The real scene stealer is his jamming support powers. I love that you can still self-perplex and I absolutely love that it starts on click 2. Good balance, that. Seeing that old camper design makes me long for a transformer that's a wood paneled station wagon
014 trailbreaker - persistent barrier is brilliant. The interbalance of the execution preventing further actions is a great way to passively provide function without inhibiting action pool. He seems a little on the slow side, though. I appreciate the Ford reference in the flavor text. I anticipate a "Cybertron is the best in Texas" jingle to arrive shortly
g004 blitzwing - click 4 surprise thought all the dials is boss, especially where there's trade offs in values. The money is on that dive bomb bringing the pain, very well executive and innovative playing with the sf mechanics. I like how you get mobility, nerf attacked and tank (fittingly) dmg really in 1 dial. Wonderful translation of the forms
Quote : Originally Posted by Renokhan
I think making a useful 75 character who's mostly support is hard. Making one that is support-y but still offensively inclined is really tough to pull off. They are usually not go enough at either support of offense to justify their points. I was afraid that's what I was doing here with Hound's dial. Giving allies shape change is awesome but I felt I had to make it costed to keep it in check, but now I'm second guessing myself.
75 points seeming too much for a support piece. Man this game has changed so much in the past 2 years. Power creep seep is oversaturated and is making it hard to design pieces these days, imho
Common #G001 Astrotrain2x2 Base
Team: Decepticons
Range: 6
Points: 75
Keywords: Decepticon, Robot, Vehicle
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5
12
8
17
2
6
KO
KO
KO
KO
7
|
|
|
|
|
|
8
10
16
3
1
8
9
16
3
2
8
10
17
3
3
8
9
17
2
4
9
10
17
2
5
9
9
17
3
6
KO
KO
KO
KO
7
KO
KO
KO
KO
22
KO
KO
KO
KO
23
KO
KO
KO
KO
24
KO
KO
KO
KO
25
KO
KO
KO
KO
26
6
TRANSFORM: Space Shuttle or Train: FREE: Turn Astrotrain's dial to the same click # of a different color. // When Astotrain's click # is red, he has 0 and . When his click # is blue, he has . When his click # is green, he can only move in direct paths and his range is 0.
Robots In Disguise: Toughness.
Military Transport: Astrotrain does not modify his speed value when using the carry ability, and he can carry characters with and/or .
Train Keeps A Rolling...: RAM, but Astrotrain does not take the unavoidable damage.
Divert Power: Perplex, but only to target himself.
GOOD UNTIL I LOSE A WHEEL (Sidestep)
SUPPORTING FIRE (Running Shot)
IN CONFUSION THERE IS OPPORTUNITY (Charge)
THRUSTERS (Force Blast)
ORBITAL VELOCITY (Hypersonic Speed)
IONIC DISPLACER RIFLE (Penetrating/Psychic Blast)
GREAT STRENGTH (Super Strength)
DO THE LOCOMOTION (Willpower)
NOT AFRAID TO GET UP ON THEM (Combat Reflexes)
HEAT SHIELDING (Energy Shield/Deflection)
IRON HORSE (Invulnerability)
WHAT'S THAT TRAIN DOING OVER THERE? ARE THERE EVEN TRAIN TRACKS AROUND HERE? (Shape Change)
OFF THE RAILS (Battle Fury)