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#cc067 Unique Howard The Duck
Real Name: Howard T. Duck
Team: No Affiliation
Range: 6
Points: 140/90
Keywords: Animal, Armor, Celebrity, Detective, Martial Artist, Politician, Scientist
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(+20)Mash ALL The Buttons!: If Howard The Duck would be KO'd by an attack, do not stop clicking the dial at the first KO click, but do not cross the green starting line, and roll 3d6. Deal damage to all characters within 2 squares equal to the number of even numbers showing on the dice. Heal Howard the Duck 1 click of damage for each odd number showing on the dice. If he is no longer on a KO click, he is not KO'd.
(140)Junkyard Smackdown: Once per game, Howard The Duck can use the Ram ability. If he is KO'd by this use of the Ram ability, place a character named Howard The Duck from outside the game that is 60 points or less in the square he last occupied on click #3.
Let Me Introduce You To My Fist!
Custom Modifications Flurry of Feathers Unarmed Attack: Howard The Duck can use Range Combat Expert and Force Blast.
Schlepping In The Collector's Warehouse
Thunderquack
ISO-Loader
Iron Duck
Nine Feet Tall And Armed To The Teeth Self-Repair Routine What An Insult!
Quack Fury B.F.G. Surprise: Howard The Duck can use Penetrating/Psychic Blast and . Increase the damage dealt to each hit target by +1 for each other hit target along the same line of fire.
Last edited by Baron Impossible; 09/06/2017 at 16:46..
Finally an effective Howard. Based on the video, he looks spot on. The Ram ability is always cool. I like how the regen power works. I think maybe it should be '...numbers on the dice' but hey, what am I, grammar nazi?
The range attack power is where it's at. I like the bonus for direct path targets. Nice.
The design fits well in the set and has some nice damage output.
#cc066 Veteran Civil Warrior
Real Name: Steve Rogers
Team: No Affiliation
Range: 6
Points: 160/100
Keywords: Anti-Registration, Armor, Avengers, Soldier, Warrior
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(+10)Arc Shield: When Civil Warrior would reduce damage, he ignores it instead.
(160)Overload: Once per game, Civil Warrior can use Range Combat Expert. After actions resolve, give a hit target a number of action tokens equal to the modifiers placed on his damage value.
Look At You... Pale Reflections of Your True Selves!
You Don't Even Remember What It Is To Be Heroes Anymore...
But The Civil Warrior Is Here To Remind You! Arc Blast: Civil Warrior can use Pulse Wave and Energy Shield/Deflection.
Peacemaker
I Have Seen This War
I Have Fought This Fight
I Must End It At Any Cost
Change The World Repulsor Rush: Civil Warrior can use Charge, Flurry and Force Blast. When he uses Flurry, after actions resolve give an action token to a character hit by both attacks.
Finally an effective Howard. Based on the video, he looks spot on. The Ram ability is always cool. I like how the regen power works. I think maybe it should be '...numbers on the dice' but hey, what am I, grammar nazi?
The range attack power is where it's at. I like the bonus for direct path targets. Nice.
The design fits well in the set and has some nice damage output.
Quite the quacker, indeed and grammar adjusted
I thought the game's version of Howard would make for a fun and unique take, not to mention a dynamic, chase-worthy sculpt. Plus it can be seen as a somewhat nod to the iron duck persona he used back in the day (as referenced by the invuln flavor text). His sp is taking advantage of his size's lines of fire and encourages shooting down a line without lots of verbage. His optional is a bit whackadoodle, but ensures an interesting effect when he'd be KO'd by an attack while his conditional let's you pop out a failsafe howard deployment, either the dp one or my own (in the magical world wherein my dials actually exist )
Finally, the Stealth flavor is a nod to the cool visual effects in-game when howard is hit and feathers fly all over the place. My clix-centric brain immediately translated that as stealth the first time I played him , so this chase theme was always an inevitability
Quote : Originally Posted by Renokhan
12 attack cap. For sure. This guy would be so much fun to play at either point cost. That is a good 10 points to spend.
I like that this cap is range heavy, fits the game demo, but still drops into a nice close combat piece with the damage SP.
A very nice tentpole with good keywords. What more could you ask for?
Civil warrior is from an alternate earth where the civil war ended differently. Wearing modified stark armor he traveled to our world to put an end to the war before it went too far. Hijinx ensued. I really like the arc reactor on his shield and it's uni-beam.
The side effects of his powers are translations of the secondary effects from his special moves (as is the case for all the chases) so the esd comes in thanks to the temporary armor up buff he gets after using arc blast, etc.
Now that there are a few under my belt, I'll go into the chase design scheme a bit more. They all have a sp, sp, full-point conditional and an optional . In-game as you attack or are hit, you build up your energy meter up to 3 different points. The first sp on the dial is their tier 1 special attack, the end dial sp is their tier 2. Because you have to unlock your tier 3 access by leveling up, I put that as the full-point conditional . The optional represents their signature ability that you can awaken at any level. So, as I said, I dove into these with Dark_Knight in mind and tried for a consistent dial flow and setup of effects.
And btw, the character links for the chases goes to the game wikia instead of comicvine
#cc065 Veteran Guillotine
Real Name: Jeannine Sauvage
Team: No Affiliation
Range: 0
Points: 90/55
Keywords: Mystical, Warrior
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(+15)Ancestor's Strength: Guillotine can use Giant Reach: 2. When she deals damage with a close attack, after actions resolve, heal her 1 click of damage.
(90)Coup De Grâce: Once per game, give Guillotine a power action to place 2 Ancestor Spirits bystander tokens adjacent to an opposing character within 4 squares.
For The Will of The Sword Is Strong
…And Its Thirst For Blood Is Limitless La Force d'Ancêtres: Guillotine can use Blades/Claws/Fangs and Exploit Weakness. Modify her attack value by +1 when she has 1 or more action tokens. La Fleur du Mal
Keeping The Sword In Check
L'avenir C'est Moi
Seventh In The Bloodline
Punish The Guilty Coup De Massue: Guillotine can use Close Combat Expert and Poison. Adjacent opposing characters cannot be healed.
#cc065bt Bystander Ancestor Spirits
Team: No Affiliation
Range: 0
Interesting character. I guess she was made for the game. She's got a sweet powerset. A little squishy, but the PC should help. EW+BCF is always a nice combo.
I think the optional trait is a must. The range and staying power are worth the points. Plus the fact that the healing from the trait will stack with the down-dial Steal Energy is fantastic.
What's really got me going for this dial is the vet trait. Those spirits are pretty badass. The duo + PS is another nice combo.
This dial is also a great example why flavor text is important. Since I'm not familiar with the property, you've helped me understand the character. I now understand that there is some sort of tug-of-war going on between her and her magic sword - a bloodlust to be kept in check. While this does nothing to affect the mechanics of the character, it does improve its playability. Now that I know something about the character, I am much more likely to play it.
Oh, man, that IS "heal"! I have no idea how I read that as "deal her one click of damage". That does indeed make that optional trait a necessity.
I think she was in fact made up for the game, but I don't remember if she appeared in the short-lived comic based on the game or not, so she may actually be a canon Marvel character now.
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!
I think she was in fact made up for the game, but I don't remember if she appeared in the short-lived comic based on the game or not, so she may actually be a canon Marvel character now.
From what I recall, she was created for the game, but has since been in the comics. I think she was in Secret Empire, so, pretty canon.
And the dial is excellent! Her dial really has the same feel that her character does in CoC. Her Experienced starting line with Ancestor's Strength has the potential to be a very long-lived nuisance, and is a great cost-efficient secondary attacker. Well done!
Quote : Originally Posted by dairoka
I'm pretty sure Dragon has the Future keyword and Probability Control.
Quote : Originally Posted by Dragon
With the amount of times you are Ninja'd I swear you must have the Past Keyword
Interesting character. I guess she was made for the game. She's got a sweet powerset. A little squishy, but the PC should help. EW+BCF is always a nice combo.
I think the optional trait is a must. The range and staying power are worth the points. Plus the fact that the healing from the trait will stack with the down-dial Steal Energy is fantastic.
What's really got me going for this dial is the vet trait. Those spirits are pretty badass. The duo + PS is another nice combo.
This dial is also a great example why flavor text is important. Since I'm not familiar with the property, you've helped me understand the character. I now understand that there is some sort of tug-of-war going on between her and her magic sword - a bloodlust to be kept in check. While this does nothing to affect the mechanics of the character, it does improve its playability. Now that I know something about the character, I am much more likely to play it.
This is one of the reasons why I put in extra work on flavor text, even the standard powers. It also helps the player to grasp what design was going for and trying to convey. Sometimes I like a standard power with exceptionally clever flavor text more than an sp
Quote : Originally Posted by No-Name
Oh, man, that IS "heal"! I have no idea how I read that as "deal her one click of damage". That does indeed make that optional trait a necessity.
I think she was in fact made up for the game, but I don't remember if she appeared in the short-lived comic based on the game or not, so she may actually be a canon Marvel character now.
Yeah that stacked steal energy effect is hard to turn down, I'd hoped it would go towards making her feel chase-worthy along with the ancestor spirits to run interference, especially when she's on cr.
Quote : Originally Posted by dairoka
From what I recall, she was created for the game, but has since been in the comics. I think she was in Secret Empire, so, pretty canon.
And the dial is excellent! Her dial really has the same feel that her character does in CoC. Her Experienced starting line with Ancestor's Strength has the potential to be a very long-lived nuisance, and is a great cost-efficient secondary attacker. Well done!
She, in fact, was created as an original character for the game, and was featured prominently in the tie-in comic. It was one of the reasons she made the cut for which characters from the game to make dials for. I wanted things we hadn't really gotten elsewhere
Loving these dials so far - I only played about a day of CoC before growing bored with it, but this all feels accurate to what I played. I appreciate the focus on lesser-known heroes, and am also glad I am not the only person that now consumes media and asks myself "how would I represent this in Heroclix?"
Loving these dials so far - I only played about a day of CoC before growing bored with it, but this all feels accurate to what I played. I appreciate the focus on lesser-known heroes, and am also glad I am not the only person that now consumes media and asks myself "how would I represent this in Heroclix?"
I've found it to be the best $0 I've ever spent. I swipe daily on that sucker
Glad you also want the lesser-known, unclixed and original takes. Makes it seem more valuable as a chase. Yellowjacket and mordo in particular will enable me to dial notable mcu characters with distinct versions that are unfortunately absent in clix
(+10)Mystical Barrier: Mordo can use Energy Shield/Deflection and is not dealt damage from the Mystics team ability.
(115)Mirror Dimension: Once per game, Mordo can use Telekinesis, but can only target an opposing character. When he does, he can use Probability Control during the attack and deals his printed damage to a hit target.
Sling Ring
The Vaulting Boots of Valtorr
There Is No Other Way! Energy Blast: Mordo can use Penetrating/Psychic Blast. Modify his damage value by +1 for each action token on the target.
The Bill Comes Due. Always. Too Many Sorcerors
Shield Spell
Strong But Inflexible
Power Has A Purpose
Forget Everything You Think You Know
Staff of The Living Tribunal Astral Strike: Mordo can use Incapacitate as a close action against the target's printed defense value. Deal Mordo's printed damage to a hit target.
Last edited by Baron Impossible; 09/08/2017 at 15:05..
This seems much more like the movie version with the close combat focus and flavor text. I like the change up from the classical Modro. I really like the pacing of his attack slot. The heavy damage ranged attack from the SP tracks nicely to the pulse wave, then into the charge/SE/awesome Incap power. Having PW as the cherry to the Steal Energy sundae is quite nice.
The 10 point trait is certainly worth the points, and his once per game effect is cool, but could be deadly with the right supporting figures to follow up.
It fits the character not to have any move and attack top dial, though it does effect his playability. My feeling is that this dial is best played at 75-85 points. The L/C gets you into positioning to take the punch, only to follow up with some nasty Incap/SE combo.
That's not to knock the 115 version. I almost feel like I'd want this guy to get hit first, taking advantage of the invuln and mystics ta, and get knocked onto the pulse wave click. That just seems like a lot of prime real estate to give up. The damage potential is good on the character, so it balances out the lack of offensive mobility pretty well.
So I'm torn. I like the design from a character point of view. It is reserved and balanced, qualities I really like in a dial. The 'but' is, I have a feeling he'd be the chase you might be a little disappointed to pull. That may have more to do with how awesome the other chases have been than a critique against this dial.
That all said, he has the martial artist keyword, so of course I'd have to get him.
This seems much more like the movie version with the close combat focus and flavor text. I like the change up from the classical Modro. I really like the pacing of his attack slot. The heavy damage ranged attack from the SP tracks nicely to the pulse wave, then into the charge/SE/awesome Incap power. Having PW as the cherry to the Steal Energy sundae is quite nice.
The 10 point trait is certainly worth the points, and his once per game effect is cool, but could be deadly with the right supporting figures to follow up.
It fits the character not to have any move and attack top dial, though it does effect his playability. My feeling is that this dial is best played at 75-85 points. The L/C gets you into positioning to take the punch, only to follow up with some nasty Incap/SE combo.
That's not to knock the 115 version. I almost feel like I'd want this guy to get hit first, taking advantage of the invuln and mystics ta, and get knocked onto the pulse wave click. That just seems like a lot of prime real estate to give up. The damage potential is good on the character, so it balances out the lack of offensive mobility pretty well.
So I'm torn. I like the design from a character point of view. It is reserved and balanced, qualities I really like in a dial. The 'but' is, I have a feeling he'd be the chase you might be a little disappointed to pull. That may have more to do with how awesome the other chases have been than a critique against this dial.
That all said, he has the martial artist keyword, so of course I'd have to get him.
I was grateful for the organic means of dialing mcu mordo via the game, that plays more like the movie iteration it's based on. the CoC phone game has a heavy mcu focus. this also set me up for easy flavor text thanks to his equipment and movie quotes. the movie quotes set up my design for the steal energy spike in the middle and that flow of range towards it on one side and close towards it on the other.
with his conditional and sp I was going on a variation of secondary standard powers with bite, giving you the ability to deal damage with tk and incap, and enabling his incap to feed his steal energy and keep a streamlined feel to the dial. as you say, with the lack of move and attack, he's going to come across as methodical, particularly top dial when his sp is going to encourage you to watch your tempo carefully to get the most out of his ppb.
combined with his perplex, he's capable of dealing 6 penetrating dmg on click 1 if you pick your shots right. i'd like to think that potential should keep that top dial appealing, but I can see the appeal of the pay off on the experience line getting right to the late dial goods.