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#008a Swamp Thing
Team: No Affiliation
Range: 0
Points: 70/15
Keywords: Justice League, Justice League Dark, Monster, Mystical
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DUPLICATES GROWN FROM THE GREEN: During force construction, you may only add Swamp Thing at 15 points if you also have a Swamp Thing starting at 70 points on your starting force. WRITHING VINES: Giant Reach: 2 TANGLE AND ENSNARE: Quake, Incapacitate PROTECTING MY ALLIES: Unique Modifier - Other friendly characters within 4 squares of Swamp Thing modify defense +1 while occupying hindering terrain.
Design notes: Well, with this, we've hit the initial lineup of the 2018 JLD run! I wanted to make a pretty team friendly Swamp Thing since we've never really had one before. I love characters that can make duplicates of themselves, and I'm a big fan of having commons you won't be upset to get multiples of. So, I wanted to hone in a bit on that here. He's just fine on his own, but those duplicates can help out his teammates' defense. The amount of satisfaction I got when I realized all 5 of the JLD characters can be played for exactly 300 points (If you play WW full dial, only use the Kirk Bystander, and Swampy +2 duplicates) was incredible. I had no idea when I was designing them and it just made me so happy.
#008b Prime Swamp Thing
Team: No Affiliation
Range: 0
Points: 300/150/50
Keywords: Monster, Mystical
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AVATAR OF THE GREEN: Sidestep, Giant Reach: 3. 300/150 only: When Swamp Thing is given a MOVE action, you may place hindering terrain markers in squares of clear terrain that he moved through. These terrain markers remain for the rest of the game. At the beginning of your turn, you may remove up to 8 hindering terrain markers placed by Swamp Thing this game. Swamp Thing gains the following until the start of your next turn. 2+: , 4+: , 6+: Swamp Thing replaces his Giant Reach with the number of hindering terrain markers removed this way. THE GREEN...RESTORES ME: Regeneration. Regeneration as FREE when in hindering terrain. THOSE...WHO HARM THE GREEN...CANNOT HIDE: Plasticity. Opposing characters occupying hindering terrain within 4 squares treat Swamp Thing as if he was adjacent for movement purposes. (This includes stopping and breaking away). NATURE'S WRATH: Quake, Incapacitate. When Swamp Thing uses Incapacitate, he may still deal damage normally.
Design Notes: So...I kinda like Swamp Thing. I'm not really a fan of Alan Moore's style of writing nor his general attitude towards comics and those who read them, but Saga of the Swamp Thing is one of my favorite things I've ever read. It turned me into a huge fan of the character and made me sad we've never had a true monster of a Swamp Thing dial. He was incredibly difficult to price, but I think I did alright. His trait was incredibly hard to word, but it was the very first thing I knew I wanted to do with this dial. If the goal for the previous dial was to make a Swampy that can fit on a team, the goal for this one was to stand alone as the Avatar of the Green.
Also don't sue me I know common primes aren't a thing anymore, but I had no idea when prepping for this set.
Last edited by Superherojhn; 05/22/2021 at 23:31..
#002 Zombie Brute
Real Name: Various
Team: No Affiliation
Range: 0
Points: 20
Keywords: Brute, Monster, Zombie Horde
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ZOMBIE HORDE: At the beginning of your turn, for all characters with this trait, choose one: MOVE -or- CLOSE. Actions of the chosen type made by friendly characters with the Zombie Horde keyword don't count against your action total this turn.
Design Notes: Like I said with the first Swampy dial, I'm a big fan of commons that you won't be upset to get multiples of, and anyone who's played against me knows I love my generics. I loved horrorclix, so here's my attempt to keep that train rolling! I just wanted to make a more beefy Zombie to add to the horde. Zombie Brute here would have a sculpt based off of Grundy's 2018 JLD appearance.
Last edited by Superherojhn; 05/23/2021 at 13:48..
#006 Vampire Duchess
Real Name: Various
Team: No Affiliation
Range: 0
Points: 50
Keywords: Monster, Vampire Brood
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Role Tag: Captain SERVE YOUR MISTRESS: Friendly characters of fewer points with the Vampire Brood keyword or whose name includes "Vampire" gain Role Tag: Sidekick. Friendly Sidekicks can use Steal Energy. If they already can, increase the amount healed by 1. VAMPIRIC HUNGER: Vampire Duchess begins on click 3. Steal Energy. When she uses it, she may heal past her starting line. BOUNTIFUL FEAST: Charge but do not half movement. Form of Wolf or Swarm of Bats: Shape Change. When Vampire Duchess succeeds on a Shape Change roll, choose one to last until your next turn: and -or- Blades, Claws, Fangs and Battle Fury.
Design Notes: Second verse same as the first. Horrorclix deserved more. The goal with Vampire Duchess was to give some new life for the older Vampire dials including the Vampire Brood keyword from Undead. She can also "convert" sidekicks into new Vampires by giving them Steal Energy. Her sculpt would be similar to Nightmare Nurse's probably.
Last edited by Superherojhn; 05/23/2021 at 15:22..
#010 Sorceress
Real Name: Various
Team: No Affiliation
Range: 5
Points: 20
Keywords: Monster, Mystical
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Role Tag: Sidekick DARK LIGHTNING: Enhancement. UNIQUE MODIFIER - When an adjacent friendly character makes a ranged attack modify their attack +1.
Design Notes: Well, I let it get super late, so here's a couple of generics that don't need much explaining. The goal here was to give a slight update to the design ideas for the World's Finest generics. Sorceress would have a similar design to that of Enchantress.
Last edited by Superherojhn; 05/25/2021 at 12:30..
#015 Sorcerer
Real Name: Various
Team: Mystics
Range: 3
Points: 20
Keywords: Monster, Mystical
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Role Tag: Sidekick BOLSTERING RUNES: Empower. UNIQUE MODIFIER - Adjacent friendly characters with the Mystics keyword modify defense +1.
Design Notes: Same as with the Sorceress, my goal here was mostly to update the World's Finest generics. This one would have a similar-ish sculpt to Jason Blood and look more like an Arthurian Era knight.
Last edited by Superherojhn; 05/25/2021 at 12:30..
#004 Shade, The Changing Man
Real Name: Rac Shade
Team: Suicide Squad
Range: 4
Points: 60
Keywords: Cosmic, Justice League, Justice League Dark, Suicide Squad
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M-VEST: Barrier. If Shade, The Changing Man has 0 action tokens he may use it as FREE. EVERYONE HAS AT LEAST A TOUCH OF MADNESS: Perplex, Shape Change.
Design Notes: Ok...I'm gonna be honest. I'm not super proud of this dial. I did my best, but for some reason I struggled with Shade. I read the New 52 run on JLD, but I'm just not really all that familiar with the character outside that. My goal here was for him to be mostly passive with Barrier and Perplex support to represent the weird meta effect he has on reality right up until the end where you might get a Pulse Wave or two off. I'm not sure how entirely accurate that is, but I researched Rac as best as I could both from the New Earth era of stories and his appearances in the New 52 onward.
Edit: Thanks to Squabbler for some advice on spicing up Rac's dial!
Last edited by Superherojhn; 05/26/2021 at 10:27..
#004 Shade, The Changing Man
Real Name: Rac Shade
Team: No Affiliation
Range: 4
Points: 50
Keywords: Cosmic, Justice League, Justice League Dark, Suicide Squad
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M-VEST: Barrier. If Shade, The Changing Man has 0 action tokens he may use it as FREE. EVERYONE HAS AT LEAST A TOUCH OF MADNESS: Perplex, Shape Change.
Design Notes: Ok...I'm gonna be honest. I'm not super proud of this dial. I did my best, but for some reason I struggled with Shade. I read the New 52 run on JLD, but I'm just not really all that familiar with the character outside that. My goal here was for him to be mostly passive with Barrier and Perplex support to represent the weird meta effect he has on reality right up until the end where you might get a Pulse Wave or two off. I'm not sure how entirely accurate that is, but I researched Rac as best as I could both from the New Earth era of stories and his appearances in the New 52 onward.
I'd say he's pretty good for your design goals!
If you wanted him to be a secondary attacker/support piece, you might want to check out his appearances in Ostrander's Suicide Squad where his M-Vest created illusions that terrified opponents as he engaged them in melee combat. That could be as easy as adding Incapacitate and bumping up his attack values.
All that said, Could easily see the existing dial being a strong support piece!
#009 Unique Black Orchid
Real Name: Alba Garcia
Team: No Affiliation
Range: 0
Points: 50/25
Keywords: A.R.G.U.S., Justice League, Justice League Dark, Mystical, Soldier
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IN TOUCH WITH THE RED AND GREEN: FREE: Choose a Red or Green standard power. Black Orchid can use the chosen power until your next turn. WILL THEY EVER NOT FALL FOR THAT?: Shape Change. Friendly characters within four squares of Black Orchid that share a keyword may use Shape Change but only succeed on a six, and on a successful roll must immediately exchange squares with Black Orchid.
Design Notes: Alba here I am definitely more proud of. I tried to keep it short and to the point. Her whole dial is determined by what powers you pick with her trait, and that shared Shape Change can be incredibly annoying, which is why you're limited to just one of her on a team.
If you wanted him to be a secondary attacker/support piece, you might want to check out his appearances in Ostrander's Suicide Squad where his M-Vest created illusions that terrified opponents as he engaged them in melee combat. That could be as easy as adding Incapacitate and bumping up his attack values.
All that said, Could easily see the existing dial being a strong support piece!
Thanks so much! I'll check that run out and maybe come back here and tweak his dial a bit. I just want to do every character I've thrown in here justice as best as I can!
#012 Doctor Fate
Real Name: Khalid Nassour
Team: No Affiliation
Range: 6
Points: 55
Keywords: Justice League, Justice League Dark, Mystical
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THE HELMET OF FATE: Doctor Fate may begin the game with [JLD] #s001 Helmet of Fate - or - [JLD] #s002 Helmet of Fate equipped (at no cost). THE DOCTOR WILL SEE YOU NOW: Phasing/Teleport. Passenger: 3. When Doctor Fate uses the Carry ability, you may roll a d6. 4+: Carried characters increase their defense +1 until the beginning of your next turn. 5+: Carried characters can use Stealth until the beginning of your next turn. 6: Heal carried characters a number of clicks equal to Doctor Fate's current click number.
Design Notes: I've been sticking pretty close to just two dials a day so far, but today I just felt like uploading an extra one. I don't make it a secret on here that I love the JSA, and Doctor Fate is one of my favorites. Normally that'd be in reference to Kent Nelson or Carter Hall, but I've really enjoyed what I've learned so far about Khalid. The goal here was to make a more rookie supportive Doctor Fate. As we find out more about Khalid's future that we got a sneak peek of in Future State, I might have to add an extra dial on here for when he's become more experienced.
As for the lack of Mystics and the effects of the Helmet(s) of Fate, stay tuned for the Rares!
Edit: Thanks to AdmiralB for advice on the "THE DOCTOR IS IN"!
Last edited by Superherojhn; 09/17/2021 at 12:09..
I hate to say this, but Fate feels not as useful as he could be. The whole teleportation thing seems like a long-winded, overly complicated way of saying: Passenger 3 w/ improved movement but requiring a double power action to do it...there are GL characters you can get the same from for better...I feel he needs to be cheaper to see play against modern pieces or have a more interesting gimmick (see Miss America for portal related shenanigans or Elseworlds GL). I like the idea od a support role Fate that has some combat capabilities, but the taxi gimmick has more and better options...in my mond at least.
Wanna trade? Check out my H/W list -------------------------V
I hate to say this, but Fate feels not as useful as he could be. The whole teleportation thing seems like a long-winded, overly complicated way of saying: Passenger 3 w/ improved movement but requiring a double power action to do it...there are GL characters you can get the same from for better...I feel he needs to be cheaper to see play against modern pieces or have a more interesting gimmick (see Miss America for portal related shenanigans or Elseworlds GL). I like the idea od a support role Fate that has some combat capabilities, but the taxi gimmick has more and better options...in my mond at least.
Hey totally fair! This is the kind of stuff I'd like to know with this being my first set! I hadn't even considered the fact that I was greatly over valuing his power. I dropped his cost a bit and changed up his movement power. I really liked the die roll from Elseworld's Green Lantern, so I hope these changes might help him out a bit. Thanks so much for the feedback!
Very nice on the change, a bit more unique and more useful overall. Great for carrying all those JSA walkers, the defense boost on top of their TA id a nice bonus.
Wanna trade? Check out my H/W list -------------------------V
Very nice on the change, a bit more unique and more useful overall. Great for carrying all those JSA walkers, the defense boost on top of their TA id a nice bonus.
Huge thanks! In all honesty, I like this way more than what I had originally, so I'm glad you said something! This goes to you and anyone else who happens to be reading this. I love this kind of criticism when it comes to dials, and if there's an issue you notice or just something you wish had been done differently I'm more than happy to tweak what I have!