You are currently viewing HCRealms.com, The Premier HeroClix Community, as a Guest. If you would like to participate in the community, please Register to join the discussion!
If you are having problems registering to an account, feel free to Contact Us.
029 trailbreakerSeeing that old camper design makes me long for a transformer that's a wood paneled station wagon
Oh that would be glorious. The best part is, you know his name would be Woody.
Quote
014 trailbreaker - He seems a little on the slow side, though.
Slow is kind of his weakness. He was (supposedly) always moping around about how slow and energy inefficient he is. Essentially, he supposed to be the Eeyore of transformers. This is rarely translated into the comic or cartoon...so...anyway, that's why is speed seems too slow.
Quote
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
Thank you. His signature move is the fly in as a jet and then transform into a tank shaped bomb. That was the centerpiece that I build the dial around. That and the Electron Scimitar - I mean how cool does that sound?
Quote
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
TRANSFORM: Van: FREE: If Ironhide began your turn on the map and has no pilot, replace him with another character with this trait on the same click number.
(75 Points & 50 Points) Old: When Ironhide takes damage from an attack, after resolutions roll a d6. If the result is equal to the amount of damage taken, Ironhide halves his speed value until the end of your next turn.
"Water Gun": POWER: Choose one of the following effects to use:
Liquid Nitrogen: Incapacitate at no cost, and hit characters modify defense -2 until your next turn.
Liquid Lead: Penetrating/Psychic blast at no cost and hit characters have IMMOBILE until your next turn.
Petro-Chemical: Energy Explosion at no cost, and at the beginning of your next turn, deal all hit characters that didn't clear action tokens 2 damage.
HIGH TECH SECURITY IS NO REPLACEMENT FOR GUTS (Plasticity)
GO CHEW ON A MICROCHIP (Charge)
PUNCHING FOES INTO SUBMISSION (Flurry)
STILL POWERFUL AFTER ALL THESE YEARS (Super Strength)
TRITHYLLIUM-STEEL ALLOY (Invincible)
MOST INVULNERABLE OF THE AUTOBOTS (Invulnerability)
ROBOT IN DISGUISE (Toughness)
CHIEF STRATEGIST (Leadership)
SHOW 'EM HOW IT'S DONE (Empower)
TRANSFORM: Van: FREE: If Ironhide 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: Ironhide has AUTOPILOT, but does not take unavoidable damage from it.
(100 Points & 75 Points) Immune to Artillery And EM Attacks: Ironhide can reduce penetrating damage.
Run 'Em Down: RAM
IN CHARGE OF SAFEKEEPING (Sidestep)
SUPER COOLED SPRAY (Incapacitate)
SUPER-HEATED SPRAY (Energy Explosion)
TRITHYLLIUM-STEEL ALLOY (Impervious)
MOST INVULNERABLE OF THE AUTOBOTS (Invulnerability)
ROBOT IN DISGUISE (Toughness)
VAN MODE (Shape Change)
g001 astrotrain - space shuttle, train, totally makes sense . the name rocks, though. the big lug provides fire power, the shuttle has great mobility (appreciate the hss pushed off of top dial to emphasize taxi more and highlight the other combat options, otherwise it'd overshadow the other 2) and the ol' pain train is very cutely limited to direct paths (love that) but he's all geared for ramming fools anyway. that makes the bot's sidestep all the more important to shift the train into positioning for that ram. I like how the ed toughness works great for bot and shuttle, and how you were unafraid to plop a dollop of invuln on top of the train anyway. the redundancy actually works better for the tanky form in the case of outwit getting rid of 1 or the other. wp flavor text made me snort . the coolest thing on the dial has got to be the measured pacing of his sp. I love that each form gets it at different parts of the dial so you always have access to that self-perplex, you just need to shift to get it. well-done
Quote : Originally Posted by Renokhan
Oh that would be glorious. The best part is, you know his name would be Woody.
ha! rep to you. we just made the triumph/sentry/voyager the autobots need
Quote : Originally Posted by Renokhan
Slow is kind of his weakness. He was (supposedly) always moping around about how slow and energy inefficient he is. Essentially, he supposed to be the Eeyore of transformers. This is rarely translated into the comic or cartoon...so...anyway, that's why is speed seems too slow.
ah, I see said the blind man. as a humble suggestion, I would put that in the flavor text somehow so it's clearer why his speed got scuttled
Quote : Originally Posted by Renokhan
Thank you. His signature move is the fly in as a jet and then transform into a tank shaped bomb. That was the centerpiece that I build the dial around. That and the Electron Scimitar - I mean how cool does that sound?
electron scimitar should be the name of a righteous '80s cover band
009 ironhide - I am in awe of the old . the mechanic of the rolling to match the dmg dealt is insanely cool. here you go again, coming up with an ingenious weakness. what an amazing trigger effect! how is this not in the game already? the water gun has a neat buffet of range attacks with interesting add-ons that all translate different ways to slow/stun the target in a myriad of ways. you really went to town on this one and didn't cut corners. next time someone gives me guff, i'm going to tell them to go chew on a microchip
018 ironhide - I always loved that he was the grizzled old military vet, the kind that chews leather and spits bullets, and he turns into a van . man those reducers and that immune makes him crazy durable. he'll make an excellent tank and the ability to sidestep into position to block lines of fire make him a great defender
TRANSFORM: Ambulance: FREE: If Ratchet began your turn on the map and has no pilot, replace him with another character with this trait on the same click number.
Robots In Disguise: Toughness. When Ratchet is targeted by an attack, his defense becomes 17.
Med Sled: FREE: At the beginning of the game or each time Ratchet is placed on the map, generate a Med Sled bystander. // When Ratchet is KO'd or replaced, remove Med Sled from the map.
BEST TOOL AND DIE MAN ON CYBERTRON (Sidestep)
LASER SCALPEL (Blades/Claws/Fangs)
YOU BREAK IT... (Defend)
...I'll REMAKE IT (Willpower)
MEDIC (Support)
#011bt Bystander Med Sled
Team: No Affiliation
Range: 0
4
0
16
0
1
Independent Function: AUTONOMOUS
Surgical Unit: Friendly character adjacent to Med Sled modify attack +2 when using Support. // When an adjacent friendly character with the Robot keyword heals, increase the healing by 1.
TRANSFORM: Ambulance: FREE: If Ratchet 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: Ratchet has AUTOPILOT, but only takes unavoidable damage from it when he makes an attack.
Robots In Disguise: Toughness.
Ambulance Mode: Shape Change. // When Ratchet uses the CARRY ability, after resolutions, heal a carried character 1 click. If Ratchet has a pilot, heal 2 clicks instead.
YOU BREAK IT... (Willpower)
...I'LL REMAKE IT (Defend)
REPAIR AND IMPROVE (Perplex)
MEDIC (Support)
011 ratchet - I scratched my head on the defense for a bit. obviously it allows him to have lower defend but still not get whacked, but it would also make him particularly vulnerable to pw and particularly open to being healed by support himself. so I dig it now that I get it. I like that he's firmly in his role as team medic yet can tussle as required. i'm a fan of pairing bcf and support. they're thematically a good combo. the med sled is very helpful, too. very tight wording there to make it go bye-bye each time he shifts so it's part of his bot form only. there's some sloppy deadbeat pog dad dials out there, so I like that this one stays comic accurate
035 ratchet - and here's where the sf mechanic with similar roles shines. those high defend numbers. you get to pick preemptive care vs emergency response in how you implement your supporter. I also love those crazy attack values at the end when the going gets tough (almost yo joe'd reflexively) and ratchet doubles down on healing up the gang or you can sf and physician can heal himself. nicely done. really like these two. a subtle pairing but one that even more shows your familiarity with the ins and outs of the archetype
011 ratchet - I scratched my head on the defense for a bit. obviously it allows him to have lower defend but still not get whacked, but it would also make him particularly vulnerable to pw and particularly open to being healed by support himself. so I dig it now that I get it. I like that he's firmly in his role as team medic yet can tussle as required. i'm a fan of pairing bcf and support. they're thematically a good combo. the med sled is very helpful, too. very tight wording there to make it go bye-bye each time he shifts so it's part of his bot form only. there's some sloppy deadbeat pog dad dials out there, so I like that this one stays comic accurate
035 ratchet - and here's where the sf mechanic with similar roles shines. those high defend numbers. you get to pick preemptive care vs emergency response in how you implement your supporter. I also love those crazy attack values at the end when the going gets tough (almost yo joe'd reflexively) and ratchet doubles down on healing up the gang or you can sf and physician can heal himself. nicely done. really like these two. a subtle pairing but one that even more shows your familiarity with the ins and outs of the archetype
Don't forget the Autobot team ability is based off the JSA TA, except I made one little change. It triggers off being 'targeted'. So now it pairs with Support. Those low values will work on the Autobot TA even when he doesn't have defend. Since defend and the TA are based off printed values, I thought I'd just give him low values then let him replace his values when targeted with an attack (the idea behind the autobots that have the TA and defend is they care about humans also).
I might add Protected: Pulse Wave to the defense power...but probably not.
As always, I appreciate the feedback. I almost feel bad for you having to support this thread all on your own...
This is an awesome set. I love your dial designs. I especially like Skywarp's various teleportation effects, Blitzwing's dive bomb power, and everything about Astrotrain's train-mode.
I wanted to lead with that, but now I'll talk about the only thing I ever really seem to bring up in these dial design threads: The Rules, and how they mess with you people's beautiful dial designs.
Feel free to ignore this.
1. "... with this trait..." and pilots: I appreciate that you remembered to remove the pilot before replacing the character, but that results in the vehicle not having the same trait as the robot. This is a problem, since the Comprehensive Rulebook Supplement dictates on p. 9 that two powers or abilities are only the same if they have the exact same name and wording (except for character names and grammar stuff like "his" becoming "her").
To fix this, you'd either have to add the pilot-clause to both characters, even though it makes no sense for the robot, move the pilot-clause to a second trait that triggers off replacement, or just remove it completely. It could be replaced with "If this character doesn't have a pilot, ..." to avoid pilots getting stuck on the card.
2. Replacing characters in multiple different ways: Unless you're careful, you can't. As dictated by the Core Rule Book on p. 31, replacement characters are added to the sideline by specific effects (like a Shifting Focus trait), and afterwards they can't be referenced or used by any other effect, even from the same character. This would mess with Starscream's "Ambitious" trait, since his "SIDELINE ACTIVE" effect is separate from his "TRANSFORM" effect. If he starts the game on the sideline, you would have to pick one of those effects for him to use (and I don't believe you can add optional traits to sideline characters), and if he joins the sideline through replacement, he can only go back with the effect that put him there (presumably "TRANSFORM").
Since specific trumps general in HeroClix you could probably just add something like "Starscream can be used as a replacement character for any effect on this card" to fix it.
3. "even if this ability is lost" and replacement: They don't carry over. As dictated by the Core Rule Book on pp. 31-32, only three effects carry over between replacement characters: Action tokens (including new ones from the action that caused the replacement), "has been given a costed action this turn"-status, and "has been carried this turn"-status. For example, Thundercracker can still replace himself out of his IMMUNE, because the replacement character is a different character, not the same character with a lost ability. I don't know if you want Trailbreaker's Barrier-upkeep cost to also affect him after replacement, but if you do, it would pose a similar issue.
The easiest way to fix this, is just to add "and can't be replaced until your next turn" to those kinds of effects, if you really want them to stick.
Alternatively, you can add "If this character is replaced before your next turn, the replacement character [has effect] until your next turn, even if this ability/power is lost."
Footnote:
I'm kind of surprised the interaction between vehicles and replacement isn't mentioned in the rules. That seems like an oversight, given the complications it could have for the pilot. There's a box in the Comprehensive Rulebook Supplement p. 14 that mentions the pilot is placed back on the map if the vehicle gets "removed from the game" by some effect, but replacement is not "remove from the game". Maybe there's a ruling somewhere I haven't seen.
This is an awesome set. I love your dial designs. I especially like Skywarp's various teleportation effects, Blitzwing's dive bomb power, and everything about Astrotrain's train-mode.
I wanted to lead with that, but now I'll talk about the only thing I ever really seem to bring up in these dial design threads: The Rules, and how they mess with you people's beautiful dial designs.
Feel free to ignore this.
1. "... with this trait..." and pilots: I appreciate that you remembered to remove the pilot before replacing the character, but that results in the vehicle not having the same trait as the robot. This is a problem, since the Comprehensive Rulebook Supplement dictates on p. 9 that two powers or abilities are only the same if they have the exact same name and wording (except for character names and grammar stuff like "his" becoming "her").
To fix this, you'd either have to add the pilot-clause to both characters, even though it makes no sense for the robot, move the pilot-clause to a second trait that triggers off replacement, or just remove it completely. It could be replaced with "If this character doesn't have a pilot, ..." to avoid pilots getting stuck on the card.
2. Replacing characters in multiple different ways: Unless you're careful, you can't. As dictated by the Core Rule Book on p. 31, replacement characters are added to the sideline by specific effects (like a Shifting Focus trait), and afterwards they can't be referenced or used by any other effect, even from the same character. This would mess with Starscream's "Ambitious" trait, since his "SIDELINE ACTIVE" effect is separate from his "TRANSFORM" effect. If he starts the game on the sideline, you would have to pick one of those effects for him to use (and I don't believe you can add optional traits to sideline characters), and if he joins the sideline through replacement, he can only go back with the effect that put him there (presumably "TRANSFORM").
Since specific trumps general in HeroClix you could probably just add something like "Starscream can be used as a replacement character for any effect on this card" to fix it.
3. "even if this ability is lost" and replacement: They don't carry over. As dictated by the Core Rule Book on pp. 31-32, only three effects carry over between replacement characters: Action tokens (including new ones from the action that caused the replacement), "has been given a costed action this turn"-status, and "has been carried this turn"-status. For example, Thundercracker can still replace himself out of his IMMUNE, because the replacement character is a different character, not the same character with a lost ability. I don't know if you want Trailbreaker's Barrier-upkeep cost to also affect him after replacement, but if you do, it would pose a similar issue.
The easiest way to fix this, is just to add "and can't be replaced until your next turn" to those kinds of effects, if you really want them to stick.
Alternatively, you can add "If this character is replaced before your next turn, the replacement character [has effect] until your next turn, even if this ability/power is lost."
Footnote:
I'm kind of surprised the interaction between vehicles and replacement isn't mentioned in the rules. That seems like an oversight, given the complications it could have for the pilot. There's a box in the Comprehensive Rulebook Supplement p. 14 that mentions the pilot is placed back on the map if the vehicle gets "removed from the game" by some effect, but replacement is not "remove from the game". Maybe there's a ruling somewhere I haven't seen.
This is awesome feedback. Thank you. I will look over and do some research on the issues you brought up, but the solutions you've provided look like they'll do the trick. I just download the 2019 Comp rules update. I'll look over them tonight.
Really, thank you again. I appreciate the work that went into the post. This is great.
This is awesome feedback. Thank you. I will look over and do some research on the issues you brought up, but the solutions you've provided look like they'll do the trick. I just download the 2019 Comp rules update. I'll look over them tonight.
Really, thank you again. I appreciate the work that went into the post. This is great.
I'm glad to hear that. I was worried I would come off as annoying and nitpicky
I'm glad to hear that. I was worried I would come off as annoying and nitpicky
Not at all. I appreciate feedback, especially rules related.
Quote : Originally Posted by Hein2208
1. "... with this trait..." and pilots: I appreciate that you remembered to remove the pilot before replacing the character, but that results in the vehicle not having the same trait as the robot. This is a problem, since the Comprehensive Rulebook Supplement dictates on p. 9 that two powers or abilities are only the same if they have the exact same name and wording (except for character names and grammar stuff like "his" becoming "her").
To fix this, you'd either have to add the pilot-clause to both characters, even though it makes no sense for the robot, move the pilot-clause to a second trait that triggers off replacement, or just remove it completely. It could be replaced with "If this character doesn't have a pilot, ..." to avoid pilots getting stuck on the card.
Since there are no rules about what happens when a piloted vehicle is removed from the map, I will try to figure out a solution. Part of me just wants to play it like when a piloted vehicle is removed from game (not KO'd). I'll probably end up adding a pilot clause to both vehicle and robot modes to keep them the 'same'
Quote
2. Replacing characters in multiple different ways: Unless you're careful, you can't. As dictated by the Core Rule Book on p. 31, replacement characters are added to the sideline by specific effects (like a Shifting Focus trait), and afterwards they can't be referenced or used by any other effect, even from the same character. This would mess with Starscream's "Ambitious" trait, since his "SIDELINE ACTIVE" effect is separate from his "TRANSFORM" effect. If he starts the game on the sideline, you would have to pick one of those effects for him to use (and I don't believe you can add optional traits to sideline characters), and if he joins the sideline through replacement, he can only go back with the effect that put him there (presumably "TRANSFORM").
Since specific trumps general in HeroClix you could probably just add something like "Starscream can be used as a replacement character for any effect on this card" to fix it.
Yeah, I think I'll just add some more to Starscream. Something along those lines you suggest. I'll have to think on it.
Quote
3. "even if this ability is lost" and replacement: They don't carry over. As dictated by the Core Rule Book on pp. 31-32, only three effects carry over between replacement characters: Action tokens (including new ones from the action that caused the replacement), "has been given a costed action this turn"-status, and "has been carried this turn"-status. For example, Thundercracker can still replace himself out of his IMMUNE, because the replacement character is a different character, not the same character with a lost ability. I don't know if you want Trailbreaker's Barrier-upkeep cost to also affect him after replacement, but if you do, it would pose a similar issue.
The easiest way to fix this, is just to add "and can't be replaced until your next turn" to those kinds of effects, if you really want them to stick.
Alternatively, you can add "If this character is replaced before your next turn, the replacement character [has effect] until your next turn, even if this ability/power is lost."
Trailbreaker is not a problem. He's good as is. The genius here is you coming up with the can't be replaced solution. That forgoes the need for the 'even if lost' phrasing. Good call.
Quote
Footnote:
I'm kind of surprised the interaction between vehicles and replacement isn't mentioned in the rules. That seems like an oversight, given the complications it could have for the pilot. There's a box in the Comprehensive Rulebook Supplement p. 14 that mentions the pilot is placed back on the map if the vehicle gets "removed from the game" by some effect, but replacement is not "remove from the game". Maybe there's a ruling somewhere I haven't seen.
I just read everything post 2017 rules change about vehicles that I can find, I see nothing that addresses what happens to the pilot. I'm guessing he would remain in card limbo.
Not at all. I appreciate feedback, especially rules related.
Since there are no rules about what happens when a piloted vehicle is removed from the map, I will try to figure out a solution. Part of me just wants to play it like when a piloted vehicle is removed from game (not KO'd). I'll probably end up adding a pilot clause to both vehicle and robot modes to keep them the 'same'
Yeah, I think I'll just add some more to Starscream. Something along those lines you suggest. I'll have to think on it.
Trailbreaker is not a problem. He's good as is. The genius here is you coming up with the can't be replaced solution. That forgoes the need for the 'even if lost' phrasing. Good call.
I just read everything post 2017 rules change about vehicles that I can find, I see nothing that addresses what happens to the pilot. I'm guessing he would remain in card limbo.
Cassettes: During force construction, you may include up to 5 different characters in your sideline with the Soundwave's Minion keyword. These characters are Cassettes this game.
Minions, Attack: POWER: Place up to 2 Cassettes from your sideline adjacent to Soundwave on click #11. // FREE: If there are less than 5 Cassettes in your sideline, place an adjacent friendly character with the Soundwave's Minion keyword that began the turn on the map, on your sideline. That character is now a Cassette this game.
TRANSFORM: Cassette Tape Player: FREE: Note Soundwave's current click # and turn his dial to click #11.
(+25 Points) Soundwave Superior: Mastermind. Friendly characters with the Soundwave Minions keyword have Willpower.
Hear So Well, He Can Read Minds:At the beginning of your turn, choose either Perplex, Outwit, or Probability Control. When an opposing character within range and line of fire of Soundwave would target a friendly character with the chosen power, roll a d6. - : The targeted character can't be targeted with the chosen power by the opposing player this turn.
What's This Old Walkman Doing Here?: , Shape Change. At the beginning of your turn, or if Soundwave would take damage, return him to the most recently noted click # (then apply any damage taken if necessary). Protected: Outwit, Pulse Wave.
BASS DROP (Force Blast)
CRIES AND SCREAMS ARE MUSIC TO MY EARS (Precision Strike)
TURN THAT RACKET OFF (Poison)
SOUND AMPLIFICATION (Pulse Wave)
GREAT PHYSICAL STRENGTH (Invulnerability)
ROBOT IN DISGUISE (Toughness)
TOP LIEUTENANT (Leadership)
COMMUNICATIONS HUB (Perplex)
CONCUSSION BLASTER (Range Combat Expert)