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#ucwfl010 Puck
Keywords: Alpha Flight, X-Force, Martial Artist, Mystical, Past, Soldier Not Bad, Eh?: Bounce, Nimble, Toughness, , Alpha Flight team ability. Cartwheel: Flying Leap. FREE: Make a close attack, but Puck may only target a character he was not adjacent to at the start of this turn.
Last edited by Baron Impossible; 05/31/2021 at 22:16..
.....Are you sure you're not just pandering to me at this point?
There has never been an "Official" good Puck in the game, both you and Renokhan have given us excellent versions or Eugene.
Heck a lot of the time I still play the V Puck from Mutant Mayhem with a relic or equipment to boost him up a bit.
It does help that its the best Puck sculpt we've gotten.
Not Bad, Eh?: That fixes a LOT of the problems with the dial right there, especially giving Eugene some defense from range and properly portraying how @#%^& tough he is.
Giving him the ability to set up for breaking reducers also helps out immensely.
Cartwheel: "Bouncing here and there and everywhere, high adventure that's beyond compare"
Oh Eugene is going to annoy the heck out of your opponent if used right, if you can get him into the opposing back line he's going to clean up (....Hmm, why with small size that's going to be even easier isn't is? ).
Puck was ( and if I'm honest still is ) my favorite Alpha Flight member and I remember being hugely disappointed that he and Walter weren't in the OP kit with Heather ( seriously we had decent versions of the twins! ).
This "Feels" like a fun reasonable and useful 50 point Puck I'd hunt down the card for.
"I may not see the road I ride for the witch-fire lamps that gleam;"But phantoms glide at my bridle-side, and I follow a nameless Dream." R.E. Howard
.....Are you sure you're not just pandering to me at this point?
There has never been an "Official" good Puck in the game, both you and Renokhan have given us excellent versions or Eugene.
Heck a lot of the time I still play the V Puck from Mutant Mayhem with a relic or equipment to boost him up a bit.
It does help that its the best Puck sculpt we've gotten.
Not Bad, Eh?: That fixes a LOT of the problems with the dial right there, especially giving Eugene some defense from range and properly portraying how @#%^& tough he is.
Giving him the ability to set up for breaking reducers also helps out immensely.
Cartwheel: "Bouncing here and there and everywhere, high adventure that's beyond compare"
Oh Eugene is going to annoy the heck out of your opponent if used right, if you can get him into the opposing back line he's going to clean up (....Hmm, why with small size that's going to be even easier isn't is? ).
Puck was ( and if I'm honest still is ) my favorite Alpha Flight member and I remember being hugely disappointed that he and Walter weren't in the OP kit with Heather ( seriously we had decent versions of the twins! ).
This "Feels" like a fun reasonable and useful 50 point Puck I'd hunt down the card for.
thank you, kindly. i was rather surprised to discover this is the only time i've actually designed eugene . but the legacy cards was the last chance to slip him in, and i just had to get another alphan in here and puck was in need of love. i was thinking of the folk that have ties to this set that got hosed in the past and puck rose to the top of the list. i 100% with you that the twins in the op kit was a complete waste. they easily had the best dials but someone at wk just loved them too much, i guess.
the first thing that needed to be addressed were (once again) those attack values. way too low for puck. fortunately, the second thing takes care of the first. and my push to resurrect the ol alpha flight ata as their printed ta bumps up his attack value and the use of flying leap gives it the extra nudge to make it pucky. 'cause that fella doesn't really miss with his crazy cartwheels of skill. flying leap and ed nimble both tether him to this set in particular and fits him well. plus, as you say, flying leap coupled with bounce gives him the potential +1 dmg to punch above an invuln. and i like that it encourages you to nimble on over to a wall and leap off it puck-style into someone's face foot-first
after that there's the defense issue. not too bad, but a little low. the thematic covers him a bit from getting shot and the toughness is more honest than dodgery, honestly. that dude is thick. but since he's generally light on dmg and lost charge for the exchange, i liked the free attack with it's stipulation to let you fly loose with puck and polish that small speed value into a more acrobatic assault. he can harass a lot of softer targets now and have the odd big hit with proper placement. he gets more of a place on the team now and hopefully feels more tactical about his environment placement, which goes to his fighting style
and yes, i am pandering to you, because you've got good taste . now flash them hirsute gams and get back in there, eh?
#ucwfl008 Dr Druid
Keywords: Avengers, Battleworld: Weird World, Council of Kangs, Defenders, Monster Hunters, Detective, Mystical, Psychic, Ruler Have I Told You How Much I Prefer Being Ruler Of A Magical Kingdom Over Being An Avenger?: If you got map choice, Empower, Leadership, , range +3. If you did not get map choice, Enhancement, Phasing/Teleport, Super Senses. Call Me… Druid: STOP. Sidestep, Willpower. If you got map choice, Mind Control and attack +1. If you did not get map choice, Stealth and defense +1.
Ah poor Anthony, he got in early on the "Character Assassination" trend.
Keywords: Avengers, Battleworld: Weird World, Council of Kangs, Defenders, Monster Hunters, Detective, Mystical, Psychic, Ruler
There with that many keywords there's no excuse not to work Dr. D in SOMEWHERE!
Have I Told You How Much I Prefer Being Ruler Of A Magical Kingdom Over Being An Avenger?: Hehehe, okay I kind'a love the flavor text here and the ability to fit to the situation is pretty great too!
Winning map makes Anthony far more offensive, but the defensive boost isn't to be ignored either.
Call Me… Druid: can't argue with Willpower, STOP and Sidestep. Map roll will keep that triple target Mind Control train going. If you didn't swing it a 19 Defense with Super Senses, Stealth and Poison is going to make sure Druid keeps Outwitting for quite a while!
Besides you can't lose with that many STOP clicks AND Mystics.
"I may not see the road I ride for the witch-fire lamps that gleam;"But phantoms glide at my bridle-side, and I follow a nameless Dream." R.E. Howard
Ah poor Anthony, he got in early on the "Character Assassination" trend.
Keywords: Avengers, Battleworld: Weird World, Council of Kangs, Defenders, Monster Hunters, Detective, Mystical, Psychic, Ruler
There with that many keywords there's no excuse not to work Dr. D in SOMEWHERE!
Have I Told You How Much I Prefer Being Ruler Of A Magical Kingdom Over Being An Avenger?: Hehehe, okay I kind'a love the flavor text here and the ability to fit to the situation is pretty great too!
Winning map makes Anthony far more offensive, but the defensive boost isn't to be ignored either.
Call Me… Druid: can't argue with Willpower, STOP and Sidestep. Map roll will keep that triple target Mind Control train going. If you didn't swing it a 19 Defense with Super Senses, Stealth and Poison is going to make sure Druid keeps Outwitting for quite a while!
Besides you can't lose with that many STOP clicks AND Mystics.
whoof, with a hefty 104 pricetag, i had some work to do. it's not a bad dial originally by any means. in fact it was quite the sleeper hit, but i had to deal with the change in the game and that softer start requires some work to make it worth it
i included anthony thanks to being the big bad of the second arc of the 616 squadron supreme run and hey, he was kang nebula's traitorous partner in crime back in avengers giving me a tether to my previous avengers forever set (and council of kangs kw for tony). monster hunters also continues a subtheme from avengers forever with a minor tie with fat cobra in here, so that's fun for me. but the battleworld: weird world kw is where he got to rule, baby. taking over the whole wide weird world with a magical macguffin to mind control everyone, he had warrior woman betray the squadron to defeat them before they could overthrow him. you know, for a bit.
so his dial is trying to play into the dichotomy of that role. ever since his "death" he can only exist as a ghost in 616 earth (hence the p/t, ss, stealth and defense bonuses when he's playing on his opponent's turf) but when in weird world, he's not only corporeal, he gets to rule his world (hence the leadership, mc boosting range and adjustments and mc). the STOPs are his many "deaths" and gets to express all his mystic might without being under the shadow of stephen strange (well, maybe just the shade )
i think tony got the shaft because he was a jerk. he was deliberately unlikeable to be the shake-things-up personality and i think everyone just got tired of him and let him get seduced into full villainy. the '90s gave him redemption with secret defenders, but folks stopped reading it and the worst fate possible befell him, obscurity. his return in squadron was quite good, letting him go machiavellian and even a bit of xanatos gambit that respected him more than anyone in literal decades that hasn't been picked back up yet, so there's a fun shoe still waiting to drop for him
#ucwfl049 Spider-Man 2099
Keywords: Avengers, Exiles, Spider-Man Family, Future, Scientist Web Cape █, OO> Let's Start At The Beginning One Last Time: Passenger: 1, Super Senses. Incapacitate with .
(80)You're Pointing At Me Right Now!: Spider-Man 2099 is KO'd when his dial clicks past the red KO line. Protected: Pulse Wave. // When Spider-Man 2099 makes an attack, modify his attack value +2 if an opposing character succeeded their Shape Change roll. Humanity's Ultimate: Running Shot, Power Cosmic team ability, range +3. Worthy To Wield Mjolnir: STOP. When this click is first revealed, you may place Spider-Man 2099 into a square with an object.
L049.01 TEAM-UP: Future Themed Team: In Multiverse Games (Any player has a game element on their starting force or Sideline that costs points from another Franchise), friendly characters with a set number or name that includes 2099 have a minimum attack value of 10 and they modify damage +1 when targeting characters with the Past keyword. (After revealing forces, you may replace character cards with their alternates. You can't choose a Team Up if your starting characters share a name).
Giving O'Hara traited Super-Senses and Incapacitate brings him in line with the Spider-Man Family ethos and removes their bizarre absence from the original dial.
You're Pointing At Me Right Now!: Handing out bonuses for your opponent succeeding Shape Change makes me very nervous......you know why!
Humanity's Ultimate: Well this is going to sting, especially to anyone who didn't read Exiles and won't be expecting this end dial upswing.
Worthy To Wield Mjolnir: I'd tell you to hit O'Hara hard on click six, but it won't help....MWAHAHAHAHAHAH. I love the potential to set up a little cross map blip if you've located an object strategically.
"I may not see the road I ride for the witch-fire lamps that gleam;"But phantoms glide at my bridle-side, and I follow a nameless Dream." R.E. Howard
Giving O'Hara traited Super-Senses and Incapacitate brings him in line with the Spider-Man Family ethos and removes their bizarre absence from the original dial.
You're Pointing At Me Right Now!: Handing out bonuses for your opponent succeeding Shape Change makes me very nervous......you know why!
Humanity's Ultimate: Well this is going to sting, especially to anyone who didn't read Exiles and won't be expecting this end dial upswing.
Worthy To Wield Mjolnir: I'd tell you to hit O'Hara hard on click six, but it won't help....MWAHAHAHAHAHAH. I love the potential to set up a little cross map blip if you've located an object strategically.
this last of the legacy cards is segueing us into the last of the subthemes with spiderverse. given their similar powers, expect a similar framework, which i superimposed onto this existing 2099 dial. the dial, unfortunately, is largely focused on the mjolnir upswing, which i mostly updated as is (was?). but the base dial was pretty jamming and the absence of ss was easily addressed. i did change up the name in order to keep with the conventions of into the spiderverse flavor, stepping outside of the pattern i had previously established, but i learned from a very wise designer by the name of renokhan that sometimes you have to let go of the constraints of a format to make a better dial
the gets you passenger for webswinging rescues, the incap that spideys should have and the senses that take up dial space so that the core spider package is covered and the dial gets to be individual flavor. and the 80 pt dial still holds up pretty well with those modest add-ons bumping it up to where it needs to be now. the second , beyond explaining how the dial costs work, has more flavor from the film's stinger enabling his frustration over the who's who to boil into an attack advantage in those scenarios where your opponent slides off a sc roll and you have to punch somebody else. well, they're gonna get it . notably it is only at the 80pt level. you pay 160, he doesn't get it. that's an incentive to stay "cheap" with him
but if you've got a "go big or go home" attitude, the full value gets you the asgardian backend. the is really just a simpler wording with rs added on. the gets the benefit of the simplified "STOP" but i also decided to play into the "arthur and the stone" visual and let you 'port on over to an object to be able to power him up in wielding it incase your ultimate thor dropped in on KO or some such thing to be able to spice up that heat some more
for the TUC, miguel gets to gather the 2099 imprint under the future generic theme team banner. looking at those fellas, a lot of them are ooooold and have the values to show it. so i decided to put a glass floor on their attack values to make them much more playable and the added bonus dmg against past kw is so they can smack around those troglodytes by showing off their advanced tech. the attack minimum is the real bread and butter, the situational dmg bonus is just cherries on top (what a weird mixed metaphor that became).
oh, and in addition to shoring up the subtheme, miguel also gets to be one last throwback to my previous work. he was on avengers forever songbird/genis vell's avengers team from the future that hasn't happened in cannon yet. hence, the avengers kw
I mean, how did you find this character? One appearance in a comic. I don't remember him from the classic Electric Company Spider-Man cartoon (great theme song).
This guy is no joke though. That webby immobile trait is impressive. Pair it with HSS and it's crazy good.
He's got some great powers right where you need them. This is balanced nicely by him being squishy. Thing is, you got to hit him. Traited SS is always a good go-to for Spidey. The shape change is a sweet twist to it.
I really like the damage track and the flavor text tells all you need to know about the issue he appeared in. Bad jokes beware.
I love the focus on the webbing for this guy. Smoke cloud as proxy for webbing is nice thinking. Add to that the Webs of Time trait, there's going to be a lot of opponents not risking the breakaway roll. With full power Smoke Cloud, that could tie up a bunch of opponents.
The speed track is interesting to me. The P/T up top curtesy of Kang means you're getting into position easily enough to spring your webbing traps. Then Stealth makes it all the better to web those pesky avengers. Not that you'll necessarily want to push off that top click of SS/SC.
#ucwf201 Miles Morales
Real Name: Miles Morales
Team: Spider-Man
Range: 0
Points: 25/75
Keywords: Avengers, Champions, S.H.I.E.L.D., Spider-Man Family, Ultimates
8
10
17
2
1
7
9
17
2
2
6
9
16
2
3
KO
KO
KO
KO
4
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9
10
17
3
5
8
10
17
3
6
7
11
17
3
7
8
10
17
2
8
7
9
18
2
9
7
9
18
2
10
KO
KO
KO
KO
11
KO
KO
KO
KO
12
웃: █, OO> Ok, Let's Do This One Last Time: Passenger: 1, Super Senses. Incapacitate with a range value of 5. What's Up Danger?: Bounce. // DOUBLE POWER: Flying Leap at no cost. If Miles Morales hits, instead of dealing him pushing damage turn him to click #8. Hey: Force Blast. 1-3: Deal the target damage equal to the result. 4-6: Give the target an action token and they have IMMOBILE until the start of your next turn. Get Up, Spider-Man! Come On!: STOP. Steal Energy, Willpower.
Needless To Say I Mmm Mmm Mmm I Gotta Elevate Can Spider-Man Turn Invisible?
I Think I Hit Puberty
Alright. Thanks, New York.
Look, I Made A Promise, So I Have To Keep It
I'm Only Here Because I Won That Stupid Lottery
I Can't Do It On Command The Only Way To Get All The Answers Wrong Is To Know Which Answers Are Right
Wait! Why Is The Voice In My Head So Loud?
I didn't think you meant the movie....EEEeeeeeeeeehhhh!
While Miles isn't my favorite of the young crop of heroes at Marvel he is a great character and I reallllly hope that Marvel doesn't make the same mistake they have with so many other legacy characters ( not as bad as DC, yikes! ).
Ok, Let's Do This One Last Time: Nice, frees up both the defense and Attack slots and lets Miles swing in and save the day with Passenger. I love a trait that fill in so much character with so little verbiage.
What's Up Danger?: What a neat little promotion mechanic!
Hey: Now THAT is a great finishing special.
Get Up, Spider-Man! Come On!: I love the persistence this gives Miles, it really feels like a hero origin in a dial.
He's a good kid and you've given him a worthy dial, good job sir.
"I may not see the road I ride for the witch-fire lamps that gleam;"But phantoms glide at my bridle-side, and I follow a nameless Dream." R.E. Howard