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Understood, but they were given a bunch of "less than useful" white powers that bumped up their point values.
The move power lets you save actions by carrying multiple moloids, but with a move of 4 after carrying it's a bit wasted.
The attack power lets you swarm someone and potentially get up to an 11 attack but you still only deal 1 damage. So you've used 4 actions to "possibly" deal 4 damage.
I would have preferred a power that was along these lines:
OVERWHELM- Give Moloid a power action. As a free action it may make a close combat attack. Modify his attack and damage by the number of friendly characters named si002 Moloid that are adjacent to the target of the attack. Give all of these Moloids action tokens and they may not be given any other actions this turn.
This lets you effectively swarm a figure by using all your moloids for one pile-on attack.
so 4 damage from Moloids??? They are barely human sized, and would never do damage to any of the "tank" characters like Thing, Thor, or Hulk- even with 100. Weigh down/slow down maybe, but no real damage. 4 together to do Incap maybe....
For God so loved the world, that he gave His only Son, that whosoever believes in Him will not perish, but have everlasting life. John 3:16
so 4 damage from Moloids??? They are barely human sized, and would never do damage to any of the "tank" characters like Thing, Thor, or Hulk- even with 100. Weigh down/slow down maybe, but no real damage. 4 together to do Incap maybe....
This is true. How about this?
OVERWHELM- Give Moloid a power action. As a free action it may make a close combat attack. Prior to the attack, you may give an action token to any si001 Moloid adjacent to the target. For each si001 Moloid that is given a token, modify Moloid's attack by +1. If at least 3 si001 Moloids are given action tokens in this way, give an action token to the target of the attack if they were successfully hit. Any Moloid given an action token from this ability may not be assigned an action this turn.