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Weak to Metal Blade and Atomic Fire: When Woodman takes damage from an attack in which the attacker used a Special Power called "Metal Blade" or "Atomic Fire", he takes 1 additional click of damage. "SLICE" and "BURN" ignore the Robot Masters team ability. Non-Metallic Robot Master: Woodman is not affected by Incapacitate. Leaf Shield: SHIELD: Give Wood Man a Free Action to attach the Leaf Shield marker. When Leaf Shield is attached, modify Defense by +1. Successful attacks against a character equipped with Leaf Shield deal no damage, and instead remove Leaf Shield. When Leaf Shield is attached, Wood Man may make a close or ranged attack, Range 4 . After actions in which an attack is made, remove the Leaf Shield marker. When the Leaf Shield marker is equipped, attacks cannot be made except by the Leaf Shield attack.
Holy wall of text. I knew in order to get Leaf Shield to work properly, it would require some language, but I didn't expect it'd end up being that much.
Woodman is a bit of a tank. He doesn't take too kindly to saw blades being thrown in his face, but Leaf Shield makes him a defensive monster that is really hard to damage. You're either going to have to rely on him shooting his shield and missing, or you're going to have to spend attacks on whittling his shield away before you can shoot him for real.
Leaf Shield is definitely a ClixFX base. We can all see it pretty clearly, too, I think. Clear plastic with a ring of leaves standing in front of the character. It would really make Wood Man stand out sculpt-wise, and also allows for a certain other character to use the power as well...
Last edited by No-Name; 07/03/2018 at 10:47..
Reason: Modified to allow Leaf Shield to be used in Close Combat
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Precision Strike on Metal Blade feels a bit too much, to be honest. I feel like giving it three tries to successfully hit is pretty close to being too much as it is.
ASK ME ONCE I’LL ANSWER TWICE JUST WHAT I KNOW I’LL TELL BECAUSE I WANNA!
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Air Man
Real Name: Air Man
Team: Robot Masters
Range: 5
Points: 60
Keywords: Robot, Robot Masters
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Weak to Leaf Shield: When Air Man takes damage from an attack in which the attacker used a Special Power called "Leaf Shield", he takes 1 additional click of damage. "SHIELD" ignores the Robot Masters team ability, and may make a close attack if "SHIELD" would not allow an attack to be made. Gusts of Air: At the beginning of your turn, determine which map direction Air Man is facing. All characters within his range in the direction he is facing are knocked back two squares, even if they ignore Knockback. This knockback cannot cause knockback damage. Air Shooter: AERO: Air Man's ranged attacks cause Knockback, and Ignore Hindering Terrain. Spinning Fan: Air Man can use Telekinesis, but cannot move himself with it.
Airman here just might have your opponents singing "I Can't Defeat Airman", because he's got plenty of nasty tricks up his giant fan-for-a-face. He is constantly blowing opponents away, literally. He starts every turn by blowing a heavy stream of air that is completely indiscriminate, which may cause you problems if you're not careful with the direction you pick. Thankfully, this knockback can't cause knockback damage, so you don't have to worry about that. But keeping your positioning when Airman is in play can be a nightmare.
He's also got some slightly limited Telekinesis in the form of his Damage Special Power, which can be crucial in positioning Robot Masters where you want them to go. And yeah, it's in a Damage Power so Mega Man can't copy it.
But what Mega Man can copy is Air Shooter! Gusts of wind from the buster arm blow through the battle field, ignoring Hindering Terrain and causing knockback. Airman is the king of knockback, and he's here to toss his opponents (and his allies) all over the place!
Those look pretty darn fantastic, and pretty much in a perfect scale too! Where'd you get them from?
There's a Mega Man board game that comes with the bulk of them. Time Man (Not pictured, but I have him), Roll, Zero, and Rush are all from expansions for it. Just put magnets in their feet (the ones I have fit the pre-existing holes perfectly) and you can get both HeroClix and board game use out of them.
Weak to Air Shooter: When Crashman takes damage from an attack in which the attacker used a Special Power called "Air Shooter", he takes 1 additional click of damage. "AERO" ignores the Robot Masters team ability. AND WHAT? RISK LOSING MY PRECIOUS HANDS?!: If Crashman was targeted by an attack last turn, modify his attack value by +1. Crash Bomb: BURST: Crashman can use Energy Explosion. He may target a wall or blocking terrain with Energy Explosion, and when he does, all hit targets are dealt one additional click of damage. All blocking terrain that would be affected by Energy Explosion is destroyed.
Yeah, Crashman gets some Archie Comics modification, mostly because I absolutely love the way the comics series handled the fight against him. Unstable, psychotic, flinging bombs around haphazardly, destroying the room around him.
Crashman is a blocking terrain destroying machine. Every bit of the stuff that would be hit by his explosions goes down, altering the map with every shot he takes. He's sturdy and mobile, and his tendency to flip his lid can keep his steady ten attack value even higher. Crashman is here to crash, and he does it very well.
Last edited by No-Name; 07/03/2018 at 10:51..
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!
Weak to Metal Blade: When Bubbleman takes damage from an attack in which the attacker used a Special Power called "Metal Blade", he takes 1 additional click of damage. "SLICE" ignores the Robot Masters team ability. Aquatic Design: When Bubbleman occupies Water Terrain, modify his speed by +2 and his defense by +1. Bubble Lead: HYDRO: Bubbleman's ranged attacks reduce the effectiveness of damage reducers by 1 in hit targets until the start of your next turn. If the target possesses Invincible, add one to the damage taken after being halved. The effect takes place after actions in which Bubble Lead is used are resolved.
Almost to the end of the Mega Man 2 Robot Masters! I struggled with what to do with Bubble Lead, as it really doesn't do much that applies to Heroclix. A bubble that rolls along the ground until it hits something doesn't really translate to Heroclix too great, as in Heroclix, a ranged attack is a ranged attack, whether it's a zap or a tremor or a whip.
So I instead focused it on a little revelation Archie Comics gave us. These bubbles aren't ordinary bubbles. They're bubbles filled with a highly concentrated solution of sulfuric acid. Ding! We have a winner! After being struck by Bubble Lead, your damage reducers lose a bit of their effectiveness, as the acid in the bubble has eaten away your armor a bit. So Invulnerability and Impervious only reduce damage by 1 instead of 2, and Toughness doesn't reduce it at all. Invincible's a little different since it ignores instead of reduces. Here, you've got to do a bit more math. Keep in mind that these only happen AFTER Bubble Lead has hit, not during Bubble Lead's attack, so it would behoove you to have Bubbleman or the Mega Man who's copied Bubble Lead attack first, so all their teammates could get the most out of what Bubble Lead has to offer.
Last edited by No-Name; 07/03/2018 at 10:52..
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!
Weak to Bubble Lead: When Heatman takes damage from an attack in which the attacker used a Special Power called "Bubble Lead", he takes 1 additional click of damage. "HYDRO" ignores the Robot Masters team ability. Flame Sheath: After Heatman takes damage from an attack, attach the Flame Sheath to him. While the Flame Sheath is attached, he can use Impervious, Energy Shield/Deflection, Battle Fury, and Charge, adding +2 to his speed value. Remove the Flame Sheath after he uses Charge. Atomic Flame: BURN: Heatman can use Penetrating/Psychic Blast. You may give Heatman a second action token when he uses Penetrating/Psychic Blast to modify his damage value by +1.
Heatman brings the ClixFX base back! In Mega Man 2, whenever Heatman took damage, he'd immediately snap up a flaming aura, making him immune to damage before he charged across the room at you. So that's what I wanted to replicate here, and I chose to do it through the ClixFX base option. This one though wouldn't translate over to Mega Man since it has nothing to do with Atomic Fire.
Atomic Fire operates differently for Mega Man than Heatman in the game, so technically Heatman's using his own power wrong, but I felt it was still pretty decently representative of his ranged attacks. The attack was the first chargeable attack in Mega Man games, allowing you to hold that button down to unleash a massive ball of flame. If you give yourself a second action token while using it, you can get a little extra oomph out of that Penetrating fireball.
Last edited by No-Name; 07/03/2018 at 10:53..
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!
Weak to Metal Blade: When Bubbleman takes damage from an attack in which the attacker used a Special Power called "Metal Blade", he takes 1 additional click of damage. "Metal Blade" ignores the Robot Masters team ability. Aquatic Design: When Bubbleman occupies Water Terrain, modify his speed by +2 and his defense by +1. Bubble Lead: Bubbleman's ranged attacks reduce the effectiveness of damage reducers by 1 in hit targets until the start of your next turn. If the target possesses Invincible, add one to the damage taken after being halved. The effect takes place after actions in which Bubble Lead is used are resolved.
Almost to the end of the Mega Man 2 Robot Masters! I struggled with what to do with Bubble Lead, as it really doesn't do much that applies to Heroclix. A bubble that rolls along the ground until it hits something doesn't really translate to Heroclix too great, as in Heroclix, a ranged attack is a ranged attack, whether it's a zap or a tremor or a whip.
So I instead focused it on a little revelation Archie Comics gave us. These bubbles aren't ordinary bubbles. They're bubbles filled with a highly concentrated solution of sulfuric acid. Ding! We have a winner! After being struck by Bubble Lead, your damage reducers lose a bit of their effectiveness, as the acid in the bubble has eaten away your armor a bit. So Invulnerability and Impervious only reduce damage by 1 instead of 2, and Toughness doesn't reduce it at all. Invincible's a little different since it ignores instead of reduces. Here, you've got to do a bit more math. Keep in mind that these only happen AFTER Bubble Lead has hit, not during Bubble Lead's attack, so it would behoove you to have Bubbleman or the Mega Man who's copied Bubble Lead attack first, so all their teammates could get the most out of what Bubble Lead has to offer.
I would totally buy this character just because he is named bubble man.
What more could a man want? For Bubble Man to look cool and be useful in a collectible board game? We have a triple winner here!
I would volunteer to be the bots against a Mega-Man theme just for the heck of it. I would probably send them one at a time too. Just to see how many Mega-Man could take before falling to these super fun designs.
Protoman
Real Name: Blues
Team: Mega Man
Range: 6
Points: 80
Keywords: Armor, Robot, Soldier, Light Labs
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Proto Shield: Protoman can use Energy Shield/Deflection and Defend. Choose one adjacent friendly character. That character can use Energy Shield/Deflection. Breakman or Protoman?: Protoman does not count against a Robot Masters themed team. If he is part of a Robot Masters themed team, modify the speed value granted by his team ability by -2. Unstable Core: STOP. If Protoman takes damage from an attack, deal the attacker one click of unavoidable damage. This power cannot be ignored or affected by Outwit. Protoman's Whistle: Protoman can use Perplex and Sidestep.
Now we creep our way into Mega Man 3, if we don't count my early introduction of Rush among the Light Labs crew. Most Mega Man fans will count Mega Man 2 as their favorite, but for my money, 3 is the best. It had the best tunes, the best mix of Robot Masters, and introduced much of what is core to the franchise. First time Mega Man could slide, which changed the way not only he could be played, but the way levels could be designed, first appearance of Rush, and perhaps most importantly, first appearance of Protoman, Mega Man's previously unheard-from older brother with a chip on his shoulder.
Protoman plays a lot like his brother. He runs, he jumps, he shoots. Since we're going with Mega Man 3 here, he doesn't copy weapons, but there may be a version of him later down the line that does.
His Proto Shield plays a big part in his effectiveness, granting him a full dial of Defend and Energy Shield/Deflection, plus the ability to grant a friendly Deflection via cover from his shield.
In Mega Man 3, Protoman had a bit of a complicated allegiance. He'd periodically show up to challenge Mega Man to a duel, but always helped Mega Man progress through the stage once he was defeated by blowing open a hidden passageway. But then he revealed himself as Break Man, working for Dr. Wily. Then he saved Mega Man's life after Mega Man was trapped by debris in Wily's fortress. So Protoman can work within a Robot Masters theme, but when he does, his initial teleport isn't quite as effective.
As a prototype, he had a flaw initially - his core was unstable. I thought about making this a Pulse Wave upon KO, but I opted instead to make it a pseudo-Mystics team ability on his last click. He has a chance to run, or you have a chance to take him out at the cost of a click of health.
Last edited by No-Name; 12/13/2017 at 12:55..
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Weak to Hard Knuckle: When Topman takes damage from an attack in which the attacker used a Special Power called "Hard Knuckle", he takes 1 additional click of damage. "STRIKE" ignores the Robot Masters team ability. Top Spin: BREAK: Topman can use Hypersonic Speed, but only to make Close Attacks. When he does, modify his speed by -3. After actions in which Hypersonic Speed was used resolve, roll a d6. On a result of 1, deal Topman 1 click of unavoidable damage.
Ask any Mega Man fan what their least favorite Robot Master weapon is. Many will say Charge Kick from Mega Man 5, but just as many will say Top Spin. It could very well do a lot of damage, but it's almost impossible to pull it off without getting injured yourself.
The trouble I had here was how to emulate Top Spin in Clix form. In the game, Topman rushes from one side of the stage to the other, while for Mega Man, he just... spins in the middle of the air. And in Super Smash Bros., Mega Man rushes ahead, finishing his run with a twirling spin combo. So... a little bit of middle ground.
Hypersonic Speed works best for the Top Man and Smash Bros. part, but it doesn't go very far, so speed has to be reduced. HSS as it is is also just too strong for Top Spin, so it needed a bit of drawback. You just might take a bit of pain for darting in and hitting at blinding speed.
Last edited by No-Name; 07/03/2018 at 10:53..
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!