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Weak to Ring Boomerang: When Dustman takes damage from an attack in which the attacker used a Special Power called "Ring Boomerang", he takes 1 additional click of damage. "STRIKE" ignores the Robot Masters team ability. Vacuum Robot: Give Dustman a power action to attach the Vacuum Marker to his base. When the Vacuum Marker is attached, Dustman has Impervious and must roll a d6. All opposing characters within Dustman's range are placed that many squares closer to Dustman unless they take an action to remain in place. Characters who end this action adjacent to Dustman take one click of penetrating damage. At the beginning of your next turn, remove the Vacuum Marker. Dust Crusher: BREAK: Dustman can use Energy Explosion. When he does, splash damage affects all characters within two squares and line of fire of his target regardless of adjacency. Cleaning Robot: Give Dustman a free action to choose a Standard Object, Smoke Cloud token, or Barrier token within his range value and remove it from the game.
Dustman is basically a vacuum cleaner on legs. His whole thing is sucking in junk and shooting it out - and that junk will explode upon contact. It's a fairly potent weapon and a good way of targeting a cluster of smaller enemies or bank-shotting against a wall. That's a bit tricky in Heroclix, so here it's an expanded Energy Explosion. Great for blasting away at both tight and loose clusters.
He's also good at cleaning away unwanted obstructions. Enemy Barrier got you down? Suck it away. Having a tough time targeting through Smoke Cloud? Suck it away. Don't want your opponent to smash you with that Heavy Object? You guessed it - suck it away. Dustman is a mean not-at-all-green cleaning machine, and he can really make things tough for your enemies if they have a tendency to litter the board with their tokens.
But that's not all! He can also suck in your enemies themselves! Want to get those opponents in closer for your teammates while giving Dustman some very welcome damage reducing capacity? Place the Vacuum Clix FX base on his dial and suck away! You can draw your enemies in, while your teammates go to town!
Dustman sucks, which is exactly what you put him on the field to do.
Last edited by No-Name; 07/03/2018 at 11:17..
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First things first, Dustman is super cool bro! However, I feel without a way to knock out the Impervious giving marker, he might be a bit too powerful...
However, I love playing fun pieces, and sucking everything up is a great way to annoy people while having fun!
First things first, Dustman is super cool bro! However, I feel without a way to knock out the Impervious giving marker, he might be a bit too powerful...
However, I love playing fun pieces, and sucking everything up is a great way to annoy people while having fun!
Agh! I forgot to include the expiration on that! Great catch!
Edit Log: Included an expiration for the "Vacuum Robot" effect on Dustman.
Last edited by No-Name; 03/26/2018 at 14:16..
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Weak to Dust Crusher: When Skullman takes damage from an attack in which the attacker used a Special Power called "Dust Crusher", he takes 1 additional click of damage. "BREAK" ignores the Robot Masters team ability. Skull Barrier: SHIELD: Give Skullman a power action to attach the Skull Barrier. When the Skull Barrier is attached, modify Skullman's defense by +2. The next attack to successfully hit Skullman deals no damage, and instead removes Skull Barrier. Skullman cannot make attacks while Skull Barrier is attached. When Skull Barrier is attached, Skullman may be given a Free Action to remove it. If a Robot Master's weakness allows Skullman to make a Close Attack with Skull Barrier active, Skull Barrier is removed after resolutions. Designed for Combat: At the beginning of your turn, choose either Ranged Combat Expert, Energy Explosion, or Precision Strike. Skullman can use that power this turn.
Skullman is another seriously cool Robot Master. Specifically designed for fighting, Skullman is intended to look fearsome and monstrous, a visage of death on the battle field. He's got a good balance between offense and defense, able to switch between gunning down enemies with a wide range of shots and erecting an impenetrable barrier that protects him from all damage.
When that barrier is up, he can't shoot, but he's really hard to hit, and impossible to damage. I've taken out the Skull Barrier's capacity to damage enemies on contact and instead focused solely on how when it's up, the user can't be hurt. It grants a blanket +2 to defense, and is only removed when hit by a successful attack, but that attack deals no damage. This would be a good time to ping at him with a high attack, low-damage character and save your big guns for when the Barrier is down.
Skullman is all about options. He can jump between being an aggressive ranged combat piece and a nigh-unhittable tie-up piece. Whichever role he plays on your team depends on what you need at the moment.
Last edited by No-Name; 07/03/2018 at 11:20..
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Weak to Skull Barrier: Adjacent opposing characters, or characters who move into adjacency, with the Special Attack Power "Skull Barrier" marker attached may make a close attack targeting Diveman. This close attack deals one additional click of damage. The Skull Barrier marker is removed after the attack is resolved. "SHIELD" ignores the Robot Masters team ability. AI Functions of a Submarine: When Diveman occupies Water Terrain, lines of fire to him are blocked except by other characters occupying Water Terrain. Torpedo Launch: Diveman can use Sidestep. When Diveman is occupying Water Terrain, modify his speed value by +3 and he can use Hypersonic Speed. If Hypersonic Speed would take him out of Water Terrain, he immediately stops. Dive Missile: STRIKE: Diveman can use Precision Strike and has a range value of 4. When drawing line of fire for this attack, any path that has no blocking terrain is considered within line of fire.
Diveman should be a very interesting character to play, and one that I feel you're really going to want to get Map Choice on. He needs Water, and lots of it. He's not entirely useless on dry land, but Water is where he'll really shine.
His submarine design blocks line of fire while he's in water, except by those also occupying water. But if you're occupying water with him, you'd better watch out, because he's deadly fast underwater. His speed value jumps upward and he can use Hypersonic Speed, making him a dangerous melee combatant.
But don't let his 0 range value fool you, he's got some tricks up his sleeve in that department in the form of homing missiles. You don't need a straight line to fire these missiles in. If you can make it four squares without hitting blocking terrain, you can make the shot, banking around corners, or other characters with ease.
I realized upon designing Diveman that there was a massive flaw in making Skull Barrier a non-attack - Diveman would have no weakness! So instead of modifying Skull Barrier, I instead tweaked the standard weakness text to make it so that Skull Barrier could serve as a close attack against Diveman.
Playing Diveman could be a risky proposition. He's got a lot of weaknesses, and if you don't get your map choice, he could be considerably depowered. But given a wet enough atmosphere, Diveman could be all kinds of trouble for your enemies.
Last edited by No-Name; 07/03/2018 at 11:21..
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Love Dustman! A great way to represent a character that ... sucks.
Skullman needs a way to remove the Skull Barrier on his own. Otherwise, once it's up, the opponent has no motivation to ever attack and you've removed your own character from being viable.
Love Dustman! A great way to represent a character that ... sucks.
Skullman needs a way to remove the Skull Barrier on his own. Otherwise, once it's up, the opponent has no motivation to ever attack and you've removed your own character from being viable.
That's a good point. Hadn't thought of that one. Hmmm.
Thanks for the input!
Edit Log: Modified Skull Barrier to be free action removable.
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Likin' how you did these "4" masters. I implemented something along the lines with the impervious on my own Dust man long ago, though the remove terrain thing is greatness I never thought to do. Skull is done great. I guess I feel Dive would be one of the more durable ones with greater range, but do like the missile and hypersonic.
My worry with giving him too much range to work with is that it would be too easy to draw line of fire to practically anything and anyone. 4 range felt like the safest way to be able to work with homing missiles without them coming across as broken.
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Weak to Dive Missile: When Drillman takes damage from an attack in which the attacker used a Special Power called "Dive Missile", he takes 1 additional click of damage. "STRIKE" ignores the Robot Masters team ability. Tunneling Attack: Give Drillman a Double Power Action. When you do, place him on his card and place a Tunneling Marker in his position on the map. The Tunneling Marker cannot be targeted by attacks, cannot make ranged attacks, and can move with Drillman's current speed value, ignoring Hindering Terrain. Drillman can use Charge at -1 to attack value as if he occupied the Tunneling Marker's square. After resolution of actions in which Charge was used, place Drillman in the Tunneling Marker's square and remove the Tunneling Marker. If, at the end of two full turns, Drillman has not made an attack, remove the Tunneling Marker and place Drillman in its square. Drill Bomb: BURST: Drillman can use Penetrating/Psychic Blast. When he does and hits, roll a d6. On a result of 6, modify the damage dealt by +1.
Drillman rounds out our Mega Man 4 Robot Masters, and he's got some nasty tricks up his sleeves, which is appropriate, since he certainly doesn't have hands up his sleeves. Out of his sleeves? He has no hands. Joke. Ha ha!
Aaaanyhoo, Drillman has two basic modes - first off, fairly simple, he walks about the battlefield letting loose with his Drill Bombs. These things are designed for maximal damage - they tunnel through the defenses of their target, and have the chance to detonate inside, causing extra pain. He can do this on either extreme of his dial, letting loose with his potent bombs.
It's the middle where things get tricky. Things got wordy in attempting to recreate his tunnel underground mode, where he hops up, and dives into the ground, bursting out from below you to hit with a melee attack. I realized quickly that this could easily fall prey to being too powerful, so I had to make it very conditional.
First, it takes him a Double Power to be able to do it at all, so he needs to be free of action tokens to do it. Once he clears, he is able to move about the field freely, and safe from harm. Here, he must Charge and attack, or pop up out of the ground without taking full advantage of it. Either way, it gets him some protection for a while.
Last edited by No-Name; 07/03/2018 at 11:22..
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Unique Dr. Cossack
Real Name: Mikhail Sergeyevich Cossack
Team: Dr. Wily
Range: 0
Points: 60
Keywords: Scientist, Light Labs
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My Own Robot Masters To Take Over the World: When Dr. Cossack is part of a Cosscak's Robot Masters theme team, he counts towards that theme. Dr. Cossack may use Perplex. He may use it regardless of range and line of fire if the target has the "Cossack's Robot Masters" keyword. Old Colleagues: When Dr. Cossack is friendly to Dr. Light, characters with the Cossack's Robot Masters keyword also possess the Light Labs keyword. Wily Made Me Do It! : STOP. Dr. Cossack may immediately be replaced with Dr. Wily on click # 4. Russia's Foremost Robotics Expert: Dr. Cossack can use Support, but only to target characters with the Robot keyword. When he does, modify his attack value by +2.
Another doctor! Mega Man 4 opted to fake players out by tricking us into thinking that for once, Dr. Wily wasn't the villain. They introduced us to Dr. Cossack (yeah, Capcom never really had cultural sensitivity at the top of its priority list), who decided that he was going to enact the exact same scheme as Dr. Wily always does.
Cossack had his own robots, and his own fortress modeled after the Kremlin, and his own giant death machine. But when you defeated him... dun dun dunnnn! It was revealed that Dr. Wily had kidnapped Mikhail's daughter to force him into siccing his robots on Mega Man!
Cossack is our second figure with the Dr. Wily team ability, so his Robot Masters can be used to protect him in battle. He also has Stealth to protect him, so he doesn't need to stay in the lab to stay safe. Willpower can give him the appropriate actions needed to get into the fray alongside his Robot Masters, who he never counts against theme for, to Enhance their capabilities and use that Perplex, even though he doesn't need to be near them to do it.
The end of his dial allows him to STOP and reveal the ruse, giving you the option to swap him out for the true villain, Dr. Wily, giving your 60 point investment a little more life and a few new options.
But since he is a reluctant megalomaniac, he can also bring his robots over to Dr. Light's side, allowing them to have a named theme in common with Mega Man and his friends, massively diversifying your themed team building options if you want to play good guys.
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Kidnapped By Dr. Wily: Kalinka begins the game in an opposing player's starting area. As long as she is in an opposing player's starting area, she cannot be dealt damage by any game effects except for Push Damage. She cannot leave that starting area on her own until the player that occupied it in the beginning of the game is defeated. Rescued By Protoman: All friendly characters of higher point value than Kalinka may use Defend and the Carry ability on Kalinka. When friendly characters use Defend on Kalinka, they receive +1 to their Defense value. Please, Mega Man! Don't Hurt My Father! : Kalinka may take a Power Action to choose an opposing character within 4 squares. That character receives -1 to Attack until the beginning of your next turn. Kalinka may take this Power Action even if she has been Carried this turn.
And now, Dr. Cossack's daughter! We discovered after defeating Cossack that Wily had abducted her to force her father into using his robots to fight Mega Man, and that's what happens in this game. When she gets placed on the field, she is placed in your opponent's starting area instead of your own.
Over the course of the game, it becomes an objective of yours to rescue Kalinka, since every character on your team can now Defend and Carry her, even if they don't have those abilities inherently. But they may not want to, not just yet at least.
Kalinka could be pretty valuable if you're facing an opponent who likes to hunker down and make you come to them. All of a sudden, they have a nuisance in their starting area who might be able to drop their battle capabilities by begging them not to hurt her father. She may also be able to Perplex those enemies down a bit with her Light Labs team ability.
While she can't leave that starting area on her own unless that player is down (good for a battle royale), she can be rescued, so long as one of her teammates makes it to the enemy starting area to Carry her out. From there, she becomes her most useful, as the Defend she grants also boosts that ally's defense by +1, making them a bit tougher to hit.
She's a cheap investment, and it'll take a bit of effort to get some use out of her, but if you can make it work, she can be very valuable for those ten points.
Last edited by No-Name; 04/04/2018 at 09:37..
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Eddie
Real Name: Eddie
Team: Light Labs
Range: 0
Points: 20
Keywords: Robot, Light Labs
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Random Item Dispenser: Once Per Game, Give Eddie a Power Action to roll a d6.
1: No Effect.
2: Heal an adjacent friendly character 1 click.
3: Heal an adjacent friendly character 2 clicks.
4: Choose a stat aside from Damage on an adjacent friendly character and modify it by +1 until the beginning of your next turn.
5: Remove an action token from an adjacent friendly character.
6: Heal an adjacent friendly character 2 clicks and remove an action token from it. Back to the Lab! : After actions resolve in which Eddie used "Random Item Dispenser", he may be given a free action to be placed back in your starting area. When he is in your starting area, an adjacent friendly character with the Light Labs keyword may be given a Power Action. If you do this, Eddie may use Random Item Dispenser again.
And now to wrap up Mega Man 4, we have Eddie! Eddie debuted in this game, appearing in various stages to give Mega Man some help. Sometimes he gave him an Energy Refill, sometimes a Weapon Refill, sometimes a 1-Up, and on extremely rare occasions, an E-Tank.
And that was all he did. A tiny little robot who gave you a random item you sometimes didn't even have any use for. So that's what he does here. He's not fast, but he is helpful, with a high defense and Defend on top dial. Not a bad little guy to carry into battle if you could benefit from that Defend.
But that's not all! He also has the Light Labs team ability, granting him some special Perplex potential.
It's the trait that's most special. Give him a Power Action to roll a d6 and grant a random boon to an adjacent friendly character! He can heal, he can remove action tokens, he can heal and remove action tokens all at once, he could pick a stat and boost it, or... nothing can happen. It's a real crapshoot with Eddie
But if you want to give him a chance to do it a second time, you can send him back home at no cost, where if you were planning smart, you have somebody ready and waiting back home to refill his little flip-top!
Last edited by No-Name; 04/04/2018 at 11:54..
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