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█ CAN TAKE A BEATING (Invulnerability)
█ GOT A LITTLE LEFT (Toughness)
█ FIRE SUPPORT (Enhancement)
Significant Appearance: Iron Man vol 1 #43 (1971)
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Armor Symbol:
Armors can not be assigned a resource.
Armors can not be given an action unless they have a pilot or AUTOPILOT.
As long as this Armor has no pilot, adjacent friendly standard characters have “POWER: Become this Armor's pilot.” Pilots are removed from the map and placed on the Armor’s HeroClix card. A character is only a pilot as long as it’s on the Armor’s card due to an action that made it the pilot.
If an Armor has a pilot, it has “POWER: Place the pilot adjacent.”
Armor modify their Attack +1, if the printed attack value of the pilot is higher than the Armor's printed attack value.
When an Armor is KO’d, place the pilot in or adjacent to its square and roll a d6.
1-3 : Deal the pilot 2 unavoidable damage.
4-6 : Deal the pilot 1 unavoidable damage.
#029 Kevin O'Brien
Real Name: Kevin O'Brien
Team: No Affiliation
Range: 0
Points: 25
Keywords: Stark Industries, Scientist
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Mis-Calibrated Cybernetic Controls: When O'Brien is piloting the Guardsman Armor, it can use Willpower, modifies its Attack +1 when making close attacks, and it modifies it's defense -3 when targeted by Mind Control.
Feel Like A Giant's Punching Bag: Toughness, but only when hit with a close attack.
Mrs. O'Brien's Favorite Son Was Not Meant To Be Warrior:At the beginning of your turn, choose one to use until your next turn; Perplex or Close Combat Expert.
█ I'VE GOT TO HELP (Sidestep)
█ I CAN'T GIVE UP. HE'S MY FRIEND AND MY BOSS (Willpower)
#067 Unique Nimrod
Real Name: None
Team: No Affiliation
Range: 7
Points: 200/150
Keywords: Days of Future Past, Sentinel, Future, Robot
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⦿ █
Adaptive Defense: When Nimrod takes damage from an opponent, after resolutions, you may choose a standard power used during that action. Nimrod can use PROTECTED: (chosen power) until he chooses again.
Counter-Measures:At the beginning of your turn, choose one to use until your next turn; Nimrod can use either Outwit or PROTECTED: Outwit.
(200 Points) Self-Repair System: At the end of your turn, if Nimrod did not make an attack this turn, roll a d6. If the result is lower than Nimrod's click #, heal 1 click.
Molecular Component Control: Toughness. When Nimrod has two action tokens, he can use Phasing/Teleport as FREE.
Micheal O'Brien: Nice support piece that brings a great TA to an Armor. The full dial of Enhancement will surely be greatly appreciated in this set as will the PD TA.
Guardsman: Great dial for a cheap cost, very durable, effective, and highly mobile with the traited Sidestep. However I feel like he might be a little bit undercosted, 35 pts seems like too little to be paying for a figure with Top dial Invulnerability, especially considering Micheal isn't nearly as tough for only 5 points less, I feel like it should be costed more along the lines of 45 points. Still a great design though, these guys would be good in a swarm.
Kevin O'Brien: Another good, economical support piece and pilot for the Guardian armor, the Willpower and +1 attack boost will serve it well, and the -3 defense against MC is a nice nerf to keep it in check.
Nimrod: I like this version of Nimrod much better then the one from DFP, he's powerful without being quite as broken as the other one. The adaptive defense trait is such a good idea, especially for this character, and the D6 roll was a clever way to work the healing, making sure that he won't have too much healing ability when on his early clicks.
Micheal O'Brien: Nice support piece that brings a great TA to an Armor. The full dial of Enhancement will surely be greatly appreciated in this set as will the PD TA.
Guardsman: Great dial for a cheap cost, very durable, effective, and highly mobile with the traited Sidestep. However I feel like he might be a little bit undercosted, 35 pts seems like too little to be paying for a figure with Top dial Invulnerability, especially considering Micheal isn't nearly as tough for only 5 points less, I feel like it should be costed more along the lines of 45 points. Still a great design though, these guys would be good in a swarm.
Kevin O'Brien: Another good, economical support piece and pilot for the Guardian armor, the Willpower and +1 attack boost will serve it well, and the -3 defense against MC is a nice nerf to keep it in check.
Nimrod: I like this version of Nimrod much better then the one from DFP, he's powerful without being quite as broken as the other one. The adaptive defense trait is such a good idea, especially for this character, and the D6 roll was a clever way to work the healing, making sure that he won't have too much healing ability when on his early clicks.
Thanks for the feedback. Yeah, I doubled up posting dials one day. I normally like giving each dial a day for comments before I post the next one. For some reason, this set has not been as popular as my other recent sets, so I thought I'd just go ahead and crank it out and post them as they're ready.
I'll double check my math on Guardsman armor. The pricing is so wonky on the armors anyway. Since they can't take actions without a pilot, I priced them as I would vehicles - which means they get a huge discount on cost. It makes all of them seem undercosted to me, but I thought I'd wait for feedback and adjust as needed. It might be I'm giving them too big a discount.
I'm glad you like the Nimrod design. He's a character I've always liked. X-Men #194 and #208-9 where they fight Nimrod are some of my favorites. I'm such a fanboy that the first version was like 300+ points and oversaturated with powers and special effects. He still is a little bogged down, but I did a lot of trimming before I posted him... and he's probably still over-powered
Thanks for the feedback. Yeah, I doubled up posting dials one day. I normally like giving each dial a day for comments before I post the next one. For some reason, this set has not been as popular as my other recent sets, so I thought I'd just go ahead and crank it out and post them as they're ready.
I'll double check my math on Guardsman armor. The pricing is so wonky on the armors anyway. Since they can't take actions without a pilot, I priced them as I would vehicles - which means they get a huge discount on cost. It makes all of them seem undercosted to me, but I thought I'd wait for feedback and adjust as needed. It might be I'm giving them too big a discount.
I'm glad you like the Nimrod design. He's a character I've always liked. X-Men #194 and #208-9 where they fight Nimrod are some of my favorites. I'm such a fanboy that the first version was like 300+ points and oversaturated with powers and special effects. He still is a little bogged down, but I did a lot of trimming before I posted him... and he's probably still over-powered
Anyway, thanks again for the comments.
I thought the Armors had an Autopilot mode? If that's not the case I can see why you give the Armors a discount, I still feel the Guardsman is just a smidgen too cheap, but I can see why you made them that way if they don't get an Autopilot option.
Don't know why you haven't gotten much feedback this time around, I think this has been a great set and I really think your Armor idea is cool and creative.
I thought the Armors had an Autopilot mode? If that's not the case I can see why you give the Armors a discount, I still feel the Guardsman is just a smidgen too cheap, but I can see why you made them that way if they don't get an Autopilot option.
Don't know why you haven't gotten much feedback this time around, I think this has been a great set and I really think your Armor idea is cool and creative.
Thanks, I appreciate that.
Yeah, the armors are like vehicles, so unless they have the AUTOPILOT keyphrase specifically mentioned on their card, they can't take actions on their own. After looking at him again I think you're right, 35 is too low. 40 is probably closer to what he should be.
I think maybe many of the guys that use to comment on my sets don't spend as much time perusing the Creative Corner or even HCRealms anymore.
It could be the name of the set. The working title was Armor Wars, but since there was already a set out there named that, I wanted to avoid confusion. Baron suggested Iron Man's Armor Adventures, which is a good name, but I stupidly forgot the Iron Man part and without any marquee characters in the title, it might be overlooked.
Also, the set is kind of mismatched in that it is really made from two partially completed sets. I had the armor idea, so I was working off that, but then I had an aborted FF set. Since it had some designs I liked, I decided to use it to fill out the sub-themes.
Oh well, for whatever the reason, it's no big deal. I'm grateful that I get any feedback at all.
Multi-Functional Armor: At the beginning of the game, choose a starting line.
(40 Points) Mandroid X: FREE: If Mandroid Armor began the turn on its current color of click #, you may turn it to the same click number of another color.
#043a Unique Air-Walker
Real Name: None
Team: Power Cosmic
Range: 6
Points: 175
Keywords: Herald of Galactus, Cosmic, Robot
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Elemental Control:At the beginning of your turn, choose one to use until you next turn; Sidestep, Telekinesis, Barrier, or Energy Shield/Deflection.
Walking On Air: MOVE: Double speed value, then move. After resolutions, make a close attack targeting all opposing characters he moved adjacent to that are half his point value or less. Hit characters are assigned an action token instead of normal damage.
Horn Of Gabriel: Force Blast. Once per game, when Air-Walker uses Force Blast as a power action, he may target all characters within range.
Cape Of Destiny: CLOSE: Make a close attack. Attach the Cape marker to the hit character removing it from any other character. Remove the Cape marker if the attached character is no longer adjacent to Air-Walker.
Cape Marker
EFFECT: While the Cape marker is attached, this character can't be moved, placed, given actions, or targeted with an attack. At the beginning of your turn, roll 2d6. 10-11: Remove the Cape marker. 12: Remove the marker and KO Air-Walker.
█ HE'S NOT EVEN MOVING HIS LEGS! (Running Shot)
█ YOU WILL BE THE FIRST TO FALL (Charge)
█ HE LIFTS IT EFFORTLESSLY WITH ONE HAND (Super Strength)
█ MELTS TANKS LIKE BUTTER (Penetrating/Psychic Blast)
█ SURELY YOU DIDN'T EXPECT TO DEFEAT GABRIEL? (Impervious)
█ I AM UNBEATABLE (Invulnerability)
█ HE DESTROYED IT WITH A GESTURE (Range Combat Expert)
█ MANKIND IS DOOMED! (Enhancement)
Significant Appearance: Fantastic Four vol 1 #120 (1972)
#052 Unique Gardener
Real Name: Ord Zyonz
Team: Power Cosmic
Range: 8
Points: 100
Keywords: Elders of the Universe, Cosmic
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웃 █
Perfect Garden: Other character can not use 웃 █. When opposing characters within range occupy hindering terrain, they must break away before moving and have BREAKAWAY -2.
Grow Planets: Stealth. FREE: Place a square of hindering terrain within range and line of fire.
Control Plants: Incapacitate. When Gardener uses it, he may target all opposing character occupying hindering terrain within range and line of fire.
Deal With Death: STOP. Regeneration as FREE.
█ ENTANGLED (Incapacitate)
█ POWER BEYOND MORTALS (Invulnerability)
█ COME TO ME (Defend)
█ PEACEFUL GARDEN (Shape Change)
█ RESTORE (Support)
█ LOOK INTO YOUR SOUL (Perplex)
Significant Appearance: The Incredible Hulk vol 1 #248 (1980)
Mandroid: This would make for a great update to the older Mandroid figures. You did a great job of incorporating the multiple dials on this one and I love the trait that lets them switch to another dial, it helps gives them some cool versatility that most cheap generics wouldn't have.
Air-Walker: What a unique and inventive design. I like the limited pick-a-power trait and the Cape marker power, he really seems like he would make a fun figure to play, I think his speed could have been just a bit higher to take advantage of his speed power though.
Gardener: Is it just me or does he look like the Highfather? Anyway, I like the dial, giving his allies movement hindering is extremely useful, especially for a lot of speedsters, and I love the super Incap power. I'm surprised you didn't give him any kind of free Smoke Cloud but I guess his other powers pretty much cover that.
Mandroid: This would make for a great update to the older Mandroid figures. You did a great job of incorporating the multiple dials on this one and I love the trait that lets them switch to another dial, it helps gives them some cool versatility that most cheap generics wouldn't have.
I remember when Mandroid was meta I wanted to pay homage to the REV version. The switch mechanic was a late addition but I think it makes the dial.
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Air-Walker: What a unique and inventive design. I like the limited pick-a-power trait and the Cape marker power, he really seems like he would make a fun figure to play, I think his speed could have been just a bit higher to take advantage of his speed power though.
Thank you. I recently reread FF #120-123, perhaps my favorite story arc in all of comics, so I was inspired when I made this guy.
On his speed power, I thought with him doubling the power, anything higher might be too much. Maybe I could bump it up to 10 so he could move 20 squares with his incap-like power.
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Gardener: Is it just me or does he look like the Highfather? Anyway, I like the dial, giving his allies movement hindering is extremely useful, especially for a lot of speedsters, and I love the super Incap power. I'm surprised you didn't give him any kind of free Smoke Cloud but I guess his other powers pretty much cover that.
It is not just you. I wouldn't be surprised if Gardener was a 'homage' to highfather, based on Gardener's first appearance. I really had a hard time with this guy, since most of his early appearances, his powers seem to be focused on the Soul Gem he wears. So I had to ad lib a bit pulling out what he can do vs the power he got from the ill-defined gem.
One thing, I think you misread the power. Other character can not use Improved move ignore hindering. It's all part of his loving plants more than creatures thing. Kind of a 'get off my lawn' effect. It does effect his allies though, which was part of me trying to keep his cost down.
I knew with him being a principally an Incap figure, he'd need a modest cost for people to want to field him. In some ways, I feel like I failed in that he's probably costed about right, if not undercosted for what he does, but costs too much for what you get... if that makes sense.
That's why he didn't get the colossal stamina trait the other Elders have had so far. Instead I gave him the 'deal with death' stop click. It felt like a good way to keep his dial short, yet represent his inability to be taken out.
It's funny you mention smoke cloud, because he had it at one point. And poison. When I was done, I realized he looked like an overpriced ripoff of Poison Ivy - so I tried to change it up somewhat.
Thank you. I recently reread FF #120-123, perhaps my favorite story arc in all of comics, so I was inspired when I made this guy.
On his speed power, I thought with him doubling the power, anything higher might be too much. Maybe I could bump it up to 10 so he could move 20 squares with his incap-like power.
Yeah, he's probably better off the way he is I guess, keeping it at a 9 is probably the best way to keep the power in check.
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It is not just you. I wouldn't be surprised if Gardener was a 'homage' to highfather, based on Gardener's first appearance. I really had a hard time with this guy, since most of his early appearances, his powers seem to be focused on the Soul Gem he wears. So I had to ad lib a bit pulling out what he can do vs the power he got from the ill-defined gem.
One thing, I think you misread the power. Other character can not use Improved move ignore hindering. It's all part of his loving plants more than creatures thing. Kind of a 'get off my lawn' effect. It does effect his allies though, which was part of me trying to keep his cost down.
I knew with him being a principally an Incap figure, he'd need a modest cost for people to want to field him. In some ways, I feel like I failed in that he's probably costed about right, if not undercosted for what he does, but costs too much for what you get... if that makes sense.
That's why he didn't get the colossal stamina trait the other Elders have had so far. Instead I gave him the 'deal with death' stop click. It felt like a good way to keep his dial short, yet represent his inability to be taken out.
It's funny you mention smoke cloud, because he had it at one point. And poison. When I was done, I realized he looked like an overpriced ripoff of Poison Ivy - so I tried to change it up somewhat.
Anyway, as always the feedback is appreciated.
Ah your right! I did misread the power, my bad. I like making characters NOT be able to use the Improved Movement much better, I knew it seemed a bit weird for him to give it to people.
I get what you mean about thinking he might not be a figure everyone wants to use, but not every piece has to be. There's nothing wrong with a dial that's just fun to play and character accurate. It's a solid dial, that seems properly costed.
#021 Ghost
Real Name: Unknown
Team: No Affiliation
Range: 5
Points: 75
Keywords: A.I.M., Hammer Industries, Thunderbolts, Armor, Spy
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웃 █, ●
[PASSENGER]: 0
He's Below Us: Ghost may make attacks through walls that are along the edge of the square he occupies.
Undetectable.: Stealth, Super Senses. If Ghost did not take an action on his last turn, opponents can't target him on their turn.
Planted Explosives: POWER: Move, then choose a square moved through and make a range attack targeting all character adjacent to the chosen square. Hit characters are dealt 2 damage.
█ WALK THROUGH WALLS (Sidestep)
█ TRANSPARENT (Stealth)
█ PLASMA PISTOL (Precision Strike)
█ INTANGIBLE (Super Senses)
█ CUNNING AND RUTHLESS (Perplex)
Significant Appearance: Iron Man vol 1 #221 (1987)
#043b Prime Air-Walker
Real Name: Gabriel Lan
Team: Power Cosmic, Police
Range: 6
Points: 200
Keywords: Herald of Galactus, Nova Corps, Cosmic
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Horn of Galactus: DOUBLE POWER: Once per game, if Air-Walker occupies your opponent's starting area, generate a Galactus bystander into your starting area.
Herald Of Galactus: When a friendly character named Galactus would take damage, you may instead KO Air-Walker. Protected: Pulse Wave.
█ WALKING ON AIR (Sidestep)
█ CHALLENGER OF WORLDS (Charge)
█ HYPER-LUMINOUS ACTUALLY (Hypersonic Speed)
█ FORCE OF A THOUSAND STARS (Pulse Wave)
█ REMADE BY GALACTUS (Super Strength)
█ A MIGHTY HERALD (Impervious)
█ MOST LOYAL... (Invulnerability)
█ ...TO THE END (Toughness)
█ POWER COSMIC (Range Combat Expert)
Significant Appearance: Thor vol 1 #306 (1981)
#043bbt Bystander Galactus
Team: Power Cosmic
Range: 10
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Power Cosmic: Invincible. When Galactus would take damage, roll a d6. 3-6: He takes no damage. PROTECTED: Poison, Pulse Wave, Mind Control, Precision Strike, Perplex.