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The Darkhold Redeemers: Opposing characters attacking this character cannot use the Effect of equipped objects. Defenders of the Faith: Defend. Adjacent friendly characters who share a keyword with Sam Buchanan can transfer damage to him as if they had Mastermind.
Hydra D.O.A.: If a character was KOed since your last turn, this character has +1 Attack & Defense until the end of your turn. In the Hands of Death (Burn Baby, Burn): When Pyre hits with an attack, place a Fire Smoke terrain marker under a hit character. At the beginning of your next turn (even if this is lost), deal 1 damage to each character occupying that marker, then remove the marker.
That DOA trait is gold. A lot of Hydra pieces focus on friendly characters being k.o.ed. I still run Imperial Hydra whenever I run that keyword to bring people in from outside the game. These guys will fit in so nicely with existing pieces. I like that it is any character ko given the uniqueness of the division. I like the Pyre has multiple ways to burn enemies and the surprise Regen at click 3 might just get her back up to top.
19 defend is strong and something Polica teams can really use. I always struggle giving normal incap, especially with one target. It's a hard trade off when he could be doing three damage. But, when the time is right to make that choice it will be really nice to have. I love that he has options for the player to consider and is not just a one trick pony.
That DOA trait is gold. A lot of Hydra pieces focus on friendly characters being k.o.ed. I still run Imperial Hydra whenever I run that keyword to bring people in from outside the game. These guys will fit in so nicely with existing pieces. I like that it is any character ko given the uniqueness of the division. I like the Pyre has multiple ways to burn enemies and the surprise Regen at click 3 might just get her back up to top.
19 defend is strong and something Polica teams can really use. I always struggle giving normal incap, especially with one target. It's a hard trade off when he could be doing three damage. But, when the time is right to make that choice it will be really nice to have. I love that he has options for the player to consider and is not just a one trick pony.
Huge thanks for the kind words, friend! I deeply appreciate them! Glad that these two pieces feel crunchy and interesting.
I'm struggling to find the link now, but the guy who got to design fl046 Harley Quinn talked about how versatility was key for him when choosing pieces, and I try to keep that in mind when designing mine. There will certainly be some one-note songs in this set, but hopefully everybody offers strategic choices.
Definitely hear that note about Incapacitate, and it's a design predilection that I share. Haha I'll excuse Sam's single target Incap for his one firearm and for his common slot. The dials will definitely increase in complexity as they go along... but hopefully their power levels aren't too extremely tiered by rarity!
I'm struggling to find the link now, but the guy who got to design fl046 Harley Quinn talked about how versatility was key for him when choosing pieces, and I try to keep that in mind when designing mine.
I'm sure Jake would be touched that someone remembers something he said and not just the pose for that Harley.
He'll appreciate something he said has an impact to this day, even if it's just on our fan dials. I'll make sure to tell him.
I'm sure Jake would be touched that someone remembers something he said and not just the pose for that Harley.
He'll appreciate something he said has an impact to this day, even if it's just on our fan dials. I'll make sure to tell him.
Oh whoa, I didn’t know you knew him! That’s awesome! Yes, please pass along my compliments. There are many Harley Quinns in the game, but that one will ALWAYS be the best. It absolutely deserves a legacy card!
I like how both these dials have strong late dials. The charge/flurry/steal energy combo on Doghead will hopefully keep him around longer than your opponent is planning. I love the high defense on Clea late dial. She can depend on another defender top dial to help with those 17's and then she can carry the weight late game when everyone is hurting. Might be hard to pull off a good pulse wave if the team is depending on that late dials 18 and 19 defense though.
I like how both these dials have strong late dials. The charge/flurry/steal energy combo on Doghead will hopefully keep him around longer than your opponent is planning. I love the high defense on Clea late dial. She can depend on another defender top dial to help with those 17's and then she can carry the weight late game when everyone is hurting. Might be hard to pull off a good pulse wave if the team is depending on that late dials 18 and 19 defense though.
Many thanks again for the kind words, friend! I very much appreciate them.
Haha the late dial charge/flurry on Doghead was from me suddenly realizing he didn’t have a song— he was going to only have standard abilities and the trait until I thought better of it. Makes him a hair more interesting than he almost was!
Glad that Clea feels like she’s working too! So much about her dial came from realizing we haven’t had a student/partner version of Clea since Secret Invasion. I unfortunately returned to the game too late for the dial to be viable in my games, so I tried to make something here that would be. You read my mind about the defense values and that late dial Pulse Wave (trying to show her coming into her power). Choices, choices, choices!
#013 Caretaker
Real Name: Sara
Team: No Affiliation
Range: 4
Points: 40
Keywords: Marksman, Martial Artist, Mystical
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Sister Sara: Support. // When a friendly adjacent character with “Rider” in their name makes a move action, after actions resolve, you may place Sara adjacent to them for Free.
Sold My Soul: When John Blaze would be KOed, you may instead replace him with a character named Ghost Rider on their last, non-KO click, roll 1d6, and heal them half the amount, rounded up.
I really like how that trait on Caretaker is equally good for porting in to attack or to heal a GR who is running away. She seems well worth her points and the trait is a nice way around no move and attack.
The replacement mechanic on John Blaze is a good one. Love figures that let you use more of your collection. As someone who hasn't read much 90's GR, can you explain the cyborg look here?
I really like how that trait on Caretaker is equally good for porting in to attack or to heal a GR who is running away. She seems well worth her points and the trait is a nice way around no move and attack.
The replacement mechanic on John Blaze is a good one. Love figures that let you use more of your collection. As someone who hasn't read much 90's GR, can you explain the cyborg look here?
My deepest thanks, friend! Glad these feel like they’d be fun to field.
Haha the short answer to the armor is “the 90s happened.”
The long answer is that when Danny Ketch was Ghost Rider in the 90s, Blaze discovered he had residual hellfire in his body, which he’d use to power his hellfire shotgun. A while after he and Ghost Rider began teaming up together, he suffered grievous injuries in a fight with Skinner (one of our super-rares!), and during later torture, the hellfire within him burned out of control. While he was healing with his, he was needed to combat Vengeance, and was fitted with armor to keep him alive during the fight. That look would persist for the rest of Spirits of Vengeance until the title was rebranded to Blaze. Larry Hama, the new writer, evidently wasn’t fond of the armored look and wrote that Blaze’s hellfire had miraculously cured him. Comics, huh?
Tomb of Dracula: This character modifies attack & damage by +1 when attacking characters who can use Steal Energy or who have the Vampire Brood keyword. A Paler Shade of Death: Leadership. // When an opposing character would occupy or become adjacent to a standard object or terrain marker, destroy that object/marker and roll 1d6. On 5-6, deal that character 1 penetrating damage. If that character has the Monster or Mystical keywords, the 1d6 roll is instead 3-6. Good Boy, Saint: FREE: Generate a Saint Bystander [MAX: 1].
#016 Dr. Louise Hastings
Team: No Affiliation
Range: 4
Points: 40
Keywords: Midnight Sons, Mystical, Scientist
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The Darkhold Redeemers: Opposing characters attacking this character cannot use the Effect of equipped objects. Tea: Whenever an opposing character uses Outwit, Perplex or Probability Control, place a Whisper token on this card. Give Louise Hastings a free action and remove a Whisper token to use either Outwit, Perplex or Probability Control until your next turn in addition to what powers she can use. She may be given this free action up to three times each turn. I Assure You, I Am a Crack Shot…: Penetrating/Psychic Blast & Precision Strike.
Hydra D.O.A.: If a character was KOed since your last turn, this character has +1 Attack & Defense until the end of your turn. Swarms of Flesh-Eating Bugs: POWER: Generate a Swarm of Bugs Bystander [MAX: 3]. If there are none on the map this is a Free action instead. Living Dead Girl: Invincible, Willpower. // Rotwrap can't be healed or be chosen for Mastermind. Protected: Outwit.
#018 Scarecrow
Real Name: Ebenezer Laughton
Team: No Affiliation
Range: 0
Points: 50
Keywords: Maggia, Brute, Monster
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Diary of a Madman: Opposing characters within 3 squares of Scarecrow modify their Defense by -1 Murder of Crows: POWER: Generate a Murder of Crows bystander [Max: 3]. If there are none on the board, this is a Free action instead.
#018b Murder of Crows
Team: No Affiliation
Range: 0
#018b The Straw Man
Real Name: Skirra Corvus
Team: Cosmic Energy,Mystics
Range: 5
Points: 100
Keywords: Deity, Monster, Mystical
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Inscrutable Fear Lord: The Straw Man reduces all damage by 2, including penetrating and unavoidable, except that from Energy Explosion, Ranged Combat Expert, and Pulse Wave. Fear of the Dark: Poison, and the Straw Man treats characters within 5 squares in hindering terrain as adjacent. // All damage taken by opposing characters in hindering terrain is penetrating. Leaping From the Painting: Leap/Climb & Stealth. // Running Shot, and when The Straw Man uses it, he may use "Crows, Brambles, and Tempests" instead of making an attack. Crows, Brambles, and Tempests: POWER: Choose one and use it for Free: 1) make a Close attack against an opposing character in a square of hindering terrain, 2) Smoke Cloud, 3) Chose a square within 5 squares and line of sight. The Straw Man may use Pulse Wave as if he occupied that square.
I like Rotwrap a lot. Another strong Hydra piece. Those swarm of bugs are going to be great with all that empower. People have to really consider if they want to go after them as they will trigger the DOA traits on all her friends.
Scarecrow is going to be a real pain of a tie up piece. Well done. Really makes me want a Straw Man prime though.
I like Rotwrap a lot. Another strong Hydra piece. Those swarm of bugs are going to be great with all that empower. People have to really consider if they want to go after them as they will trigger the DOA traits on all her friends.
Scarecrow is going to be a real pain of a tie up piece. Well done. Really makes me want a Straw Man prime though.
Many thanks, friend! Glad these two feel like they’ll be fun to field. Very tickled that you caught how Rotwrap interacts with the Hydra D.O.A. trait. I picture her as the team’s battery. I also resurrected WoV’s “Creeping Death/Living Mummy” defense special for hers to keep her in line with the other mummies (apart from the LE, alas).
That Straw Man prime idea is too good to pass up! Keep an eye on Scarecrow’s post; I’ll update it with Straw Man in the days ahead!