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a few golden oldies have already been previewed and here are the remainder:
#FMA006 Veteran Hourman
Team: Justice Society
Range: 0
Points: 100
Keywords: All Star Squadron, Justice Society, Past, Scientist
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60 Minutes and Counting: Hourman may use Colossal Stamina. Modify Hourman's attack value +1 for each action token placed on him.
No Time to Lose
Leap into Battle
Thrill Seeker
Miraclo Induced Strength
I Live For This
Golden Age Powerhouse
Tough As Nails
Hour of Power
rex rounds out the last of the hourmen, keeping the 100pt club theme in play (and making for a perfet 300pt team of hourmen in golden format). given the combination of his action-junkie persona and his time-limited power, I wanted to build his dial with a sense of urgency and encourage players to field him accordingly. his starting willpower sets him up for his use of colossal stamina (in mechanic only, hence the judicious lack of erroneous symbols) so that he can push himself out of commission and enjoy an attack bonus the whole way down swinging
#FMA034 Experienced Amazing Man
Team: No Affiliation
Range: 0
Points: 49
(A) Keywords: Extreme Justice, Justice League Europe
(B) Keywords: All Star Squadron, Past
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Matter Mimicry: When Amazing Man occupies or is adjacent to hindering terrain he may use Stealth and Toughness. When Amazing Man is adjacent to walls or blocking terrain he may use Super Strength and Invulnerability. When Amazing Man occupies or is adjacent to water terrain he may use Plasticity and Combat Reflexes.
Carry on the Legacy
1936 Olympics
Third-Generation Hero
All-Star
will everetts I and III are snuck in on the same dial (since they share the same costume) saving an LE slot and allowing someone to field either version as required. their situational trait gives them differing powers, leaving their dials open to represent their inherent athleticism as a base upon which to build
#FMA040 Veteran Dr Mid-Nite
Team: Justice Society
Range: 6
Points: 47
Keywords: All Star Squadron, Justice Society, Past, Scientist
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Physician: When Dr Mid-Nite uses Support, replace his attack value with his printed attack value +2. Nocturnal Hero
Blackout Bombs Nightvision: Dr Mid-Nite possesses Super Senses and ignores hindering terrain when drawing lines of fire Physician, Heal Thyself
Trauma Care
a fantastic medic represented by his trait, he's effective in non-healing role, making smoke and ignoring it's effects himself
#FMA105 Veteran Dinah Drake
Team: Justice Society
Range: 0
Points: 25
Keywords: Justice Society, Martial Artist, Past
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Infiltration and Espionage: Dinah Drake possesses Shape Change and Stealth
Judo Expert
Not Just a Pretty Face
the original black canary, dinah is a steal at 25 pts, easy filler for any jsa team and becomes an even better tie-up piece/clean-up fighter when her combat reflexes combines with her jsa ta.
Last edited by Baron Impossible; 11/09/2013 at 18:49..
coming soon : nu52 Hercules
Anonymouse, the former Editor "in cheese" of HCRealms.com, is an author of "Marquee Primer" reviews and keeper of the MOUSETRAP blog.
Read my Heroclix articles
#FMA031 Veteran Sand
Team: Justice Society
Range: 6
Points: 101
Keywords: All Star Squadron, Detective, Justice Society, Past
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Mystery Man
Silicate Form Gas Gun: Sand can use Incapacitate. Whenever Sand successfully hits an opposing character with Incapacitate he may use Smoke Cloud as a Free Action but the first square of hindering terrain must be placed in the square occupied by the target.
Geokinesis
Golden Age Veteran
Silicate-Based Lifeform
Prophetic Dreams
Detective Skills
the double-sided coin of the dc fanvote: 1) we got a great big barda update that was sorely needed but 2) we didn't get the criminally unclicked sand made. here's my take, a portmanteau of his earlier detective with gas gun and his later geokinetic abilities
#FMA032 Veteran Power Girl
Team: Justice Society
Range: 0
Points: 141
Keywords: Birds of Prey, Infinity Inc, Justice League, Justice Society, Kryptonian
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Convoluted Back Story: At the beginning of the game roll 1d6. On a result of 1-2 Power Girl possesses the Superman Ally team ability. On a result of 3-4 Power Girl possesses the Mystic team ability. On a result of 5-6 Power Girl possesses the Hypertime team ability.
I've Got This
Trained By Wildcat
Not Big on Subtlety Heat Vision?: Power Girl possesses and a range of 7
Last Daughter of Earth-2 Overconfident: Power Girl possesses Willpower. When there are no friendly characters within 5 squares of Power Girl, modify her combat values +1
Chairwoman of the JSA
and a fan-favorite call for a remake in her own right, I started karen off with a trait that's a nod to, well, her eponymous ambiguous origin which can give you a second team ability based on her original origin as a kryptonian, her post-crisis origin as the granddaughter of arion or her post-infinite crisis origin as an alternate-dimension supergirl. her sp is designed to get you to play her like headstrong I-can-do-it-on-my-own-oops-I-might-need-backup-after-all personality. this causes you to choose either to go it alone for the stat bump or keep her close to her jsa allies going it as a team (and boosting her lowish starting defense, once again I enjoy building in easily-surmounted weaknesses). the mid-dial sp acknowledges her not-quite always there kryptonian abilities, depending on her familiarity with her heritage (which is also dependent on who's writing her )). finally, she goes down swinging, which can be an especial boost with the return of her sp, a particular bonus if she's the last girl standing on your team
Last edited by Baron Impossible; 11/09/2013 at 18:52..
Assassin
Ruthless
Thuggee Strangling Cloth
Katara
Soldier of Fortune
Lineage of Mercenaries Talks like Jane Seymour, Fights like Bruce Lee
#FMA011 Veteran Giganta
Team: Calculator
Range: 0
Points: 120
Keywords: Injustice League, Legion of Doom, Scientist, Secret Six, Villainy Inc
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Long Legs
Temper
Still 6'6"
Proportional Strength
Tall as a Building Bulletproof: Giganta possesses Energy/Shield Deflection and Invulnerability Dr Zeul
the sp manages to overcome the usual weakness of while sticking to the flavor text
Sense Death: When an adjacent character is KOed remove an action token from Jeannette.
Time for a Party
You Remind Me of My First Husband
Death's Call
Countess Bathory's Favorite
Unchained Wraith Already Died Once
Banshee Pallor
the unprecedented 1 range may strike you as odd, but remember that when you halve a value you always round up, so that pulse wave is messing up adjacent opponents. think a mean strain of quake and a hyper-efficient easy to set up pw
The Anti-Atom: Characters drawing lines of fire to Dwarfstar must halve their range value.
Pick On Someone Your Own Size
Weapon of Choice
Bio-Belt
Serial Killer
Internal Damage
Shrink
scary tiny tie-up piece. all I've got to say about a serial killer with a knife that shrinks down into your body
Hunting Instinct: At the start of the game choose a single opposing character and place a Prey token on their card. When Catman possesses 2 action tokens, once per turn he may be given a free action to make a Close Combat attack against an opposing character with a Prey token.
Cat's in the Craddle Stalk
Knife Expert
Pride World's Best Tracker: At the start of your turn as a Free Action you may place Catman in a square adjacent to an opposing character that possesses a Prey token if they are within his movement value.
Unhinged
catman is intended to be the deadshot of close combat, a beast to tangle with if he's chosen you as his Prey
Last edited by Baron Impossible; 11/09/2013 at 18:59..
Going to ask you a question regarding your generic cops. Considering most heroes and villains don't get willpower, do you think everyday cops deserve it?
Going to ask you a question regarding your generic cops. Considering most heroes and villains don't get willpower, do you think everyday cops deserve it?
thanks jack. I appreciate your feedback
re: police willpower, I see where you're coming from. however wp is an innocuous accurate power to give to the police (much more so than invuln *ahem* ). I see it represented as will/determination/grizzled-ness, endless energy or some form of experiential/veteran issues. I don't see a problem with generic cops getting wp, but I could see issues w/ as overkill vis-à-vis the superhero community.
generic cops w/wp is not without precedent:
un004 hdc trooper
un005 hdc trooper
un006 hdc trooper
aa006 gotham city detective
dkr005b gcpd officer
bmv004 gcpd cruiser
bm003 arkham asylum guard
sogv003 gcpd motorcycle
sog049 gcpd motor officer
sog001 gcpd officer
sog004 gcpd detective
ws005 code: blue officer
so i don't think it's too much to let them push themselves (see what i did there ) trying to keep up with the superheroes
It's just always bugged me that Johnny Law and Joker's henchmen each get to act twice as often as your average superhero when in the comics, it seems to be the other way around. Cops stand back and watch in awe as any superhero runs circles around groups of non powered criminals.
To me, willpower represents two things: incredible endurance (Flash, Juggernaut, etc) or the will to push yourself to get the job done in spite of the difficulty (Batman, Captain America, etc). Everyday cops, thugs and soldiers never seemed to fit into either category, especially when compared to superheroes, but Wizkids keeps giving generics willpower.
So I saw you following the seemingly incorrect trend and decided to ask why.
It's just always bugged me that Johnny Law and Joker's henchmen each get to act twice as often as your average superhero when in the comics, it seems to be the other way around. Cops stand back and watch in awe as any superhero runs circles around groups of non powered criminals.
To me, willpower represents two things: incredible endurance (Flash, Juggernaut, etc) or the will to push yourself to get the job done in spite of the difficulty (Batman, Captain America, etc). Everyday cops, thugs and soldiers never seemed to fit into either category, especially when compared to superheroes, but Wizkids keeps giving generics willpower.
So I saw you following the seemingly incorrect trend and decided to ask why.
well-played, sir
another option to view willpower on generics is that it's not that a single generic is running circles around the hero, maybe it represents swarming action around the hero, (several multiple man/madrox and all triplicate girls have willpower). don't know if that helps or further complicates the interpretation
#FMA012 Veteran Ayla Ranzz
Team: Legion of Superheroes
Range: 0
Points: 41
Keywords: Future, Legion of Super Heroes, Teen
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(A)Light Lass: Ayla Ranzz may carry an adjacent friendly character with the Legion of Superheroes keyword regardless of their combat symbols.
(B)Lightning Lass: Ayla Ranzz has a range value of 7 and Gossamer: Whenever an adjacent opposing character is hit by an attack Ayla Ranzz may immediately be given a free action to use Force Blast but only on the hit character.
Spark
Cancel Gravity
Long Live the Legion Lighten the Load: Light Lass may use Super Strength. Give Light Lass a free action and select an adjacent friendly character with the Legion of Superheroes keyword. That character may use Close Combat Expert until the start of your next turn.
Live Wire
ayla has had 2 prominent powersets and subsequently gets two dials for the price of 1. her first dial representing her light lass powers, chock full of special abilities and support while her second dial represents her lightning lass powers and is a more standard power dial and secondary attacker. both dials come in at 41 points so she can squeeze right in for an all-ranzz team with her 2 brothers at 200pts on the dot. light lass represents her making a friendly weigh less and thus be able to be carried, her sp represents making her opponents weigh less and thus be more subject to knockback when hit, while her sp represents her ability to make objects weigh less so that a friendly can smack someone with something. her sp is also following the brilliant trend established in superman where the lsh can grant each other powers, which is a brilliant way to make a team notorious for low points and situational utility able to synergistically be greater than the sum of their parts
#FMA013 Veteran Ferro
Team: Legion of Superheroes
Range: 0
Points: 70
Keywords: Future, Legion of Super Heroes, Teen
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Legion Flight Ring
Toughest Legionnaire Self-Sacrifice: Friendly adjacent figures with a lower point value and the Legion of Superheroes keyword may use Mastermind but only to transfer damage to Ferro, treating his point value as 0.
ferro is another synergy-oriented legionnaire, this time granting a defense boost to lsh kw figs 69 points and under, something the weaker figs sorely need
originally debuted in the Teams from the Longbox article series, I present to you my Nemesis Kid dial
#FMA047 Unique Nemesis Kid
Team: Calculator
Range: 0
Points: 110
Keywords: Future, Legion of Supervillains, Teen
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Worst Enemy At the start of your turn, choose an opposing character. If Nemesis Kid is adjacent to the chosen character he may use Combat Reflexes, otherwise he may use Energy Shield/Deflection. When Nemesis Kid targets the chosen opposing character modify his Attack and Damage values +1. Nemesis Kid ignores all of the opposing character's powers, team abilities and traits.
I Challenge you to Single Combat
I Will Best You
One of us is a Traitor
Spontaneous Adaptation
it'd be far too tedious to specify power options for every ability possible, so i decided to focus on relative stats to his "nemesis." i think this would be a good way to showcase him as a beast 1-on-1, but vulnerable when double-teamed
Last edited by Baron Impossible; 11/09/2013 at 19:03..