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Weak to Top Spin: When Shadowman takes damage from an attack in which the attacker used a Special Power called "Top Spin", he takes 1 additional click of damage. "BREAK" ignores the Robot Masters team ability. Last of the Kuiper Droids: Shadowman can use Leap/Climb and Stealth. Shadow Blade: SLICE: When Shadowman makes ranged attacks, he may use Probability Control, but only to reroll dice from his own attack. He may use it normally, or he may choose one die and reroll it.
Look at all those keywords! Shadowman is a rare Robot Master in that he wasn't created to be a Robot Master. He's an ancient alien robot designed to serve Ra Moon (an ancient alien computer of some sort) and was found and repurposed by Dr. Wily.
Shadowman is also a ninja, highly adept at his throwing stars. He's fast, he's nimble, he's tough to hit. Shadowman's dial is a variable strategy dial. He starts out hiding in hindering terrain and taking pot shots, relying on Willpower to keep him going and Shape Change to avoid attacks. He transitions to a mobile shooter, with Super Senses, and ends as a Charging Blade-wielder who just might outsmart you a bit.
Make no mistake about it - Shadowman is deadly, and quite possibly the most dangerous of the Robot Masters.
Last edited by No-Name; 07/12/2018 at 09:41..
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Mega Man X could be a lot of fun. Adding Maverick Hunters and Mavericks as team abilities sounds like a challenge, but I think I'm up for it at some point.
But first, the classics! Thanks for checking this thread out, and I'm glad you're enjoying it!
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Weak to Metal Blade: When Flashman 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. Fire While You're Frozen In Time: After Flashman uses "Time Stopper" or Incapacitate, roll a d6. On a result of 6, Flashman may make a Free Action ranged attack targeting one character affected by "Time Stopper" or Incapacitate, subtracting 1 from his attack value. Time Stopper: FREEZE: Flashman can use Pulse Wave, but deals no damage when he does. Give hit targets a "Time Stopper" Token. Characters with a "Time Stopper" Token cannot take any actions at all, even Free Actions. Characters affected by "Time Stopper" cannot remove tokens if they would do so. Remove "Time Stopper" Tokens at the beginning of your next turn.
ARGH! I can't beLIEVE I forgot Flashman! What the crap is wrong with me?! I even had my idea for how he'd work cemented in my head! Ah, well. Better late than never.
Central to Flashman is stopping time. With a "cling!" sound, time itself stops, allowing Flashman free reign to move and shoot as he pleases. Of course, it can't quite work that way in Heroclix, but Time Stopper can certainly open up your allies to attack opportunities free from retaliation for at least a whole turn.
Flashman himself can even take potshots at frozen enemies, albeit at an attack penalty. He's a bit soft and that Time Stopper will put a big target on his head, but play him right and he can really mess up your opponent's game.
Last edited by No-Name; 07/03/2018 at 10:56..
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Weak to Shadow Blade: When Sparkman takes damage from an attack in which the attacker used a Special Power called "Shadow Blade", he takes 1 additional click of damage. "SLICE" ignores the Robot Masters team ability. Spark Shock: ELECTRIC: Sparkman can use Precision Strike. If the total attack roll is at least 2 higher than the target's total defense value, give the target an action token.
Sparkman's theme is a JAM. Truly one of the best musical compositions in Mega Man history. His stage is full of all kinds of fun and tricky little problems too. It's a really satisfying thing to make it through to the end of.
Sparkman himself is an oscillating attacker. He jumps between his Spark Shock special, sending a big electric spark to damage and possibly stun enemies, and using Pulse Wave to send smaller sparks all around him.
He's an electrical dynamo, so he's hard to hit at a range, and can boost the juice of his allies to make them a bit stronger shots. All around, you could do far worse than having Sparkman on your team.
Last edited by No-Name; 07/03/2018 at 10:57..
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Weak to Spark Shock: When Magnetman takes damage from an attack in which the attacker used a Special Power called "Spark Shock", he takes 1 additional click of damage. "ELECTRIC" ignores the Robot Masters team ability. Magnet Pull: Magnetman may be given a Power Action to attach the Magnet Pull marker. When the Magnet Pull marker is attached, roll a d6. Opposing characters within 7 squares are placed that many squares closer to Magnetman. When the Magnet Pull marker is attached, Magnetman can use Combat Reflexes, Energy Shield/Deflection, and Impervious. Remove the Magnet Pull marker at the beginning of your next turn. Magnet Missile: BURST: When Magnetman makes a ranged attack, he may draw line of fire in a "L" shape. So long as a clear line of fire can be made in that "L" shape, Magnetman has a clear line of fire to the target.
Magnetman is another Robot Master I love. The theme music is gorgeous, his design is perfect simplicity, and his weapon is awesome.
I realize it may possibly require a bit of explanation, as I don't think there's been anything quite like it in Heroclix. Magnet Missile, in the game, fires straight forward and then bends either upward or downward, locked onto an enemy. That's what you can do here, sort of. Instead of drawing a straight line, you may take a 90 degree turn at any point during the line of fire, which can help you get around walls, or get behind hindering terrain, or around other characters.
I also had to include a ClixFX base, the waves of magnetism that Magnetman uses to pull you in while he's untouchable. If you want to shore up Magnetman's defenses, take a power action to equip the Magnet Pull, bringing enemies in towards Magnetman. The defensive boosts granted by Magnet Pull might keep him safe, and open his enemies up to attacks by Magnetman's allies.
Last edited by No-Name; 07/03/2018 at 10:58..
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Weak to Magnet Missile: When Hardman takes damage from an attack in which the attacker used a Special Power called "Magnet Missile", he takes 1 additional click of damage. "BURST" ignores the Robot Masters team ability. Prefers to Fight on Equal Terms: When Hardman attacks a character of fewer points, modify his attack value by -1. Rocket-Propelled Leap: Hardman can use Leap/Climb. After resolution of actions in which he used Leap/Climb, he may use Quake as a free action. Characters immediately outside the range of Quake that would be hit by the attack receive an action token. Hard Knuckle: STRIKE: Hardman can use Exploit Weakness. When Hardman makes a ranged attack, you may choose to treat it as if it were a close attack. Lines of fire still must be drawn per standard ranged rules.
Yup. His name is "Hardman" - get the giggles out of your system now.
Hardman is, well, hard. Not so much in terms of difficulty but in terms of armor plating. The heavy, dense armor that his chassis is made of makes him a damage-resistant opponent, but also makes him slow and heavy. He's got a rocket to make up for that, and can leap and crash down with the best of them, causing damage and stunning enemies.
But Hard Knuckle is where it's really at, allowing him to launch his fists at you and punch you from a distance. I chose to do this in a different matter, making his ranged attacks work like close attacks. This means that Energy Shield/Deflection won't help, but Combat Reflexes will (unless he chooses to just do a regular ranged attack, then switch it back around). These rocket-propelled fists punch straight through armor too, so they really pack a wallop.
Last edited by No-Name; 07/03/2018 at 10:58..
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Movement: Ignores Hindering Terrain Weak to Needle Cannon: When Snakeman takes damage from an attack in which the attacker used a Special Power called "Needle Cannon", he takes 1 additional click of damage. "SLICE" ignores the Robot Masters team ability. Search Snake: STRIKE: Snakeman ignores Elevated Terrain and Hindering Terrain for ranged attacks. Friendly characters may ignore Hindering Terrain for line of fire on targets hit this turn by Search Snake. Slither: Snakeman can use Super Senses and Combat Reflexes.
There are those who claim that Snakeman, along with Topman, were evidence that Mega Man's creators were running out of good ideas for Robot Masters. To that, I say BAH! If you don't think Snakeman was an awesome Robot Master, then you're crazy.
Snakeman was Dr. Wily's scout, able to send out roving Search Snake cameras to spy on his enemies. And that is exactly what Search Snake does in this game. Start your attack cycle with Search Snake, and your enemies have nowhere to hide from your ranged attacks.
Mid-dial, Snakeman switches tactics up, going from a running snake-gunner to a charge and bite close combat monster. This is the point where you'll want him up close and personal to maximize his defenses.
You may notice that Snakeman breaks the weakness cycle so far. That's... one of Mega Man 3's oddities. It has two distinct weakness cycles for its Robot Masters. Snakeman is the logical beginning of the second chain, or maybe the first if you want to tackle him from the beginning to get Rush Jet as early as possible.
Last edited by No-Name; 07/03/2018 at 10:58..
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Weak to Search Snake: When Geminiman takes damage from an attack in which the attacker used a Special Power called "Search Snake", he takes 1 additional click of damage. "STRIKE" ignores the Robot Masters team ability. Twin Robot Master: At the beginning of the game, place a Twin Token adjacent to Geminiman. This Twin Token possesses stats and powers equal to Geminiman's current click. When the Twin Token is on the board, add one to your action total and Geminiman cannot use Gemini Laser. If the Twin Token takes 2 clicks of damage or if Geminiman takes 3 clicks of damage, it is KOd. Gemini Laser: BURN: When Geminiman makes a ranged attack, he may target a square of blocking terrain. When he does, he may make an additional ranged attack as if he occupied the square of blocking terrain he targeted. Geminiman's ranged attacks do not destroy blocking terrain.
Geminiman stands distinct from all other Robot Masters. When you do battle with him, he starts by splitting into two, leaping around the room and taking buster pot shots at you. The two Geminimen are hard to keep up with and hard to avoid as they rush past you.
But once his duplicate is downed, Geminiman's true power is unleashed - the bounding Gemini Laser, which bounces off of surfaces until it either fades or hits its target. With this power, he can make tricky shots other Heroclix couldn't quite make, like firing into a room he wouldn't have been able to shoot upon, or banking around a corner, or tagging an opponent whose line of fire is disrupted by other characters.
With Geminiman, Heroclix players have options. You can choose to play prudent and have two fairly decent ranged shooters running around the field for the price of one, or you can throw your duplicate to the wind, sending him on a suicide mission to get to Geminiman's Gemini Laser as soon as possible. It's up to you, really.
Last edited by No-Name; 07/03/2018 at 10:59..
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Weak to Gemini Laser: When Needleman takes damage from an attack in which the attacker used a Special Power called "Gemini Laser", he takes 1 additional click of damage. "BURN" ignores the Robot Masters team ability. High Vantage Point: When Needleman makes a ranged attack to a lower elevation level, modify his attack by +1. Needle Cannon: SLICE: When Needleman makes a successful single-target ranged attack, he may make a second ranged attack. Needle Hammer: Needleman can use Blades/Claws/Fangs, Giant Reach 2.
And now, we bring Mega Man 3 to a close. Needleman was a tough customer, bounding around the room and firing lots of shots around. In Heroclix, his base damage isn't so great, so he will need some help from allies to make the most of his Needle Cannon, but get too close and you can get a face full of that spiked helmet on his head, which he can extend to stab you at a distance.
He only ever fired his Needle Cannon high in the air, so I homaged that by giving him a ranged attack bonus if he's shooting down on an enemy. He's got good friends in Sparkman and Snakeman, who can really help him make the most of all of his attacks.
Last edited by No-Name; 07/03/2018 at 11:01..
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Quake Woman
Real Name: Tempo
Team: Mega Man
Range: 0
Points: 70
Keywords: Robot, Light Labs, Lalinde's Robot Masters
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Movement: Ignores and Destroys Blocking Terrain Roll Wants Me To Try "Romance"...: When Quake Woman is adjacent to a friendly Mega Man, both receive +1 to Defense. The first time Quake Woman moves adjacent to Mega Man, Mega Man can use "Quake Drill" for the rest of the game. Quake Drill: BREAK: Quake Woman can use Quake. Choose one hit target and ignore Defense powers on that target. Tempo's Frequency: Quake Woman can use Invulnerability and Energy Shield/Deflection.
Quake Woman was created for the Archie Comics series to expand Mega Man's list of allies and to give him a potential love interest. Created for excavation purposes by Dr. Noele Lalinde, who is for all intents and purposes Dr. Light's female counterpart, Quake Woman has on several occasions stepped up to engage in hero work despite not being built for it.
Her Quake Drill is a potent weapon that allows her to tunnel through solid rock with ease, and as Mega Man's ally, she has willingly allowed him to copy it on occasion. Team her up with the Blue Bomber to start him off with a copied weapon right off the bat!
Quake Drill causes some pretty decent damage, allowing her to use Quake, with a special provision that grants her the option to ignore all Defense Powers on a single target. It's more than just penetrating, it skips Super Senses, Mastermind, Combat Reflexes, even Defend if you want to make sure that as many Quaked targets get hit as possible.
Quake Woman brings the Close Combat pain to help balance Mega Man's ranged prowess. The two of them together are a deadly combo!
Last edited by No-Name; 07/03/2018 at 11:02..
Reason: Quake Drill now has a type!
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Unique Dr. Lalinde
Real Name: Noele Lalinde
Team: Light Labs
Range: 0
Points: 20
Keywords: Scientist, Light Labs
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A.I. Debate: At the beginning of the game, choose a friendly character with the "Lalinde's Robot Masters" keyword. Choose whether or not to shut off that character's emotions. If you choose to shut off emotions, the character receives +1 to attack while Dr. Lalinde is in play. If you choose not to, Dr. Lalinde can use her powers and Team Ability on the chosen character regardless of range and line of fire.
Dr. Lalinde hails from the Archie Comics series as well, expanding Mega Man's supporting cast by adding another Doctor. She's an old colleague of Dr. Light's, and there's clearly some romantic tension there. Which I guess could make it weird if their "kids" hooked up too, huh?
Key to Dr. Lalinde was her introduction, where she was set to debate at a robotics convention against Dr. Light, with the topic being whether or not robots need advanced humanoid artificial intelligence. Light said yes, emotions make robots more capable of working alongside humans peacefully, and Lalinde said no, robots are tools that shouldn't have emotions.
Of course, she said this because she, like Light does Rock and Roll, saw her creation Tempo like a daughter, and when Tempo was critically damaged, Lalinde chose to remove emotions during the repairs so she wouldn't be like a daughter and Lalinde wouldn't have to worry. It didn't work, and Tempo's emotions were restored.
You can make that choice in-game here - take emotions away and permanently boost attack value, or keep emotions and use Lalinde's powers and Team Ability no matter where the chosen robot is. It really depends on what you want her to be able to do.
Last edited by No-Name; 12/22/2017 at 18:49..
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