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Charge Man
Real Name: Charge Man
Team: Robot Masters
Range: 4
Points: 60
Keywords: Robot, Vehicle, Robot Masters
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Weak to Power Stone: When Chargeman takes damage from an attack in which the attacker used a Special Power called "Power Stone", he takes 1 additional click of damage. "STRIKE" ignores the Robot Masters team ability. Charge Kick: BREAK: Chargeman can use Charge. When he does, modify his Speed and Attack value by +1. Coal Blast: When Chargeman makes a Ranged Attack, each hit target is dealt his damage value, -1 for each target after the first.
Welcome to Mega Man 5! 5 is,, for me, the low point in the original NES set of games. Napalm Man, Gravityman and Gyroman were cool, but really, that was about it. The rest of the Robot Masters here are unmemorable. Another problem with 5 is that there's much less of a distinct starting point. A few Robot Masters are tough to fight without their weakness, but most can be handled with the Charge Shot.
Anyhoo, let's get on with the show! I'm starting with Chargeman, not because he's an easy boss fight, but because his weakness is such a crappy weapon that it's not worth even trying.
Remember when I covered Topman, and said that Charge Kick was the other most hated weapon in the series? Here we are. In Heroclix, it's actually pretty darn good, because there's just not a great way to accurately convey its suckitude. Thanks to this power, Chargeman can always Charge, which come on - with a name like that, right? This is a robot who can constantly get in your face, running you down like the steam engine he is.
Of course, he's also got some ranged tricks to rely on, and can blast you with some coal from his smoke stack. Instead of dividing damage among hit targets, he instead just subtracts one for each extra target. So with his natural two bolts, for example, and his 3 damage value when he gets the power, he can shoot for two on two targets. Not bad there, especially if he's got some Enhancement help.
Chargeman can add some nice melee oomph to a Robot Masters team, and give you the opportunity to play as a steam engine. And you don't get that opportunity often. At least, until someone designs Thomas the Tank Engine Heroclix.
Weak to Charge Kick: When Waveman takes damage from an attack in which the attacker used a Special Power called "Charge Kick", he takes 1 additional click of damage. "BREAK" ignores the Robot Masters team ability. Water Wave: HYDRO: Waveman's ranged attacks when using this power cause one square of Knockback, even if the target would ignore it. After the ranged attack resolves, place a square of Blocking Terrain in the target square. Remove the Blocking Terrain at the beginning of your next turn. Harpoon: Waveman's ranged attacks when using this power receive +1 to attack.
Waveman has two tricks. He spouts up a wall of water that you can't shoot through, and he shoots a harpoon from his arm. Kinda simple, really.
So here, he's also kinda simple. But in that simplicity are options. Use Water Wave to make the field more difficult to navigate for your enemies while knocking them out of position.
Or you can boost your attack and shoot a harpoon at your target. He may not deal too much damage overall, but the variable attack strategy you can approach with can make Waveman a decent investment for the points. Combining board control with relatively decent attack values can make his 50 points worth its weight in gold.
Last edited by No-Name; 07/03/2018 at 11:28..
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Movement: Ignores Elevated Terrain Weak to Water Wave: When Starman takes damage from an attack in which the attacker used a Special Power called "Water Wave", he takes 1 additional click of damage. "HYDRO" ignores the Robot Masters team ability. Low Gravity Fight: All characters within 5 squares of Starman have Improved Movement: Ignores Elevated Terrain Star Crash: SHIELD: Give Star Man a Power Action to attach Star Crash to his base. When Star Crash is attached, Star Man can use Invulnerability and can use Penetrating/Psychic Blast with a range of 7 . When he does, or if Starman is successfully hit by an attack that deals damage, remove Star Crash.
We've got another one with a comicbook namesake! Starman is... well, a robot made to explore the stars. His stage is the second coolest in Mega Man 5 because it's all in low-gravity conditions, which forces you to really measure your jumps carefully or hit them spikes in the ceiling hard.
To that end, Starman brings his Anti-Gravity with him! All squares within 5 squares of Starman grant Improved Movement: Ignores Elevated, whether you're friendly to him or not, so that's really going to affect combat on both sides of the field. He can be a big boon to your team in terms of positioning and invading enemy rooftops, but be warned, as the enemy can do the exact same thing to you!
Star Crash is yet another Barrier power, and honestly, they're a dime a friggin' dozen and not very interesting. There just isn't much they don't all do exactly the same. So Star Crash here is translated as Invulnerability, with an improved-range Psychic Blast. Play defensive or play offensive. Star Crash brings both to the table.
Last edited by No-Name; 07/03/2018 at 11:29..
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Right? The only weapon I've ever reliably used in 5 was the Gyro Attack, as it's good for taking down those Helicopter Joes.
I considered Sidestep on Starman, but I felt like that Improved Movement that he gave to everyone around him trumped that. Plus, I worry that I overrely on Sidestep.
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Weak to Star Crash: When Gravityman takes damage from an attack in which the attacker used a Special Power called "Star Crash", he takes 1 additional click of damage. "SHIELD" ignores the Robot Masters team ability. Gravity Hold: ELECTRIC: Gravityman can use Telekinesis, but only to target and move characters. He may target up to two opposing characters per action. Choose one character moved by Gravity Hold this turn and deal one click of penetrating damage to it that cannot be ignored. Internal Gravity Unit: Gravityman can use Super Senses and Toughness.
Gravityman is one of the Robot Masters from Mega Man 5 that I like. He's got a cool visual design, an interesting power, and a clever and unique boss battle that really requires you to think and strategize.
But man was Gravity Hold hard to translate to Clix, and to be honest, I'm not sure I really did. But at the very least, it should be a useful, powerful ability that allows you to wreak havoc with an opponent's positioning strategy.
Since Gravity Hold deals damage to at least one of the up to two characters it moves, it's far better to use it on enemies than allies (but hey, if you've got a guy who's one click away from a sweet spot you really want to hit, then it may be to your advantage!), and can really allow Gravityman to disrupt clusters, strategic sniping, and the like. Gravityman isn't dealing a lot of damage on his own, but the ability to move two of your enemies at once is a powerful skill that will earn him a place on your team.
Last edited by No-Name; 07/03/2018 at 11:31..
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Weak to Gravity Hold: When Gyroman is successfully hit by an attack in which the attacker used a Special Power called "Gravity Hold", he takes 1 additional click of damage. "ELECTRIC" ignores the Robot Masters team ability. Take to the Clouds: When Gyroman is occupying Outdoor Terrain, Give Gyroman a Power Action to attach a Soaring Token to him. When the Soaring Token is attached, Gyroman cannot enter Indoor Terrain, and cannot be targeted by attacks except by "Gravity Hold", which removes the Token. When the Soaring Token is attached, Gyroman may make a ranged or close attack. When he does, remove the Soaring Token. Gyroman cannot use the Carry Ability while the Soaring Token is attached. Gyro Attack: AERO: When Gyroman makes a ranged attack, he may draw line of fire from any square within his range and line of sight. When he does, subtract range to the chosen square from Gyroman's range value to get the range from the chosen square to the target. Made for Flight: When Gyroman is occupying Outdoor Terrain, modify his speed value by +2.
While I'm not a big fan of most Mega Man 5 Robot Masters, I really dig Gyroman. He's an attack helicopter, what's not to like about that?
Gyroman has two pretty cool attacks. Gyro Attack is awesome, allowing you to change direction midway through a shot. This allows for some interesting shots against enemies you may not be able to normally attack, either way high up on the screen or way low down. So here, it allows you target characters you may not normally have a line of sight to.
It's a little complex, but hopefully not too much so. To give an example, let's say Gyroman chooses to draw line of fire from a square three squares away. Subtracting the three squares from his six range leaves us with three squares left - if his target is within three squares of the chosen square, he can make the attack. With this, he may be able to get around other characters, walls, hindering terrain... it requires a bit of basic math, but it really opens up his ranged potential.
His non-weakness Trait and Special Damage Power are why you want to keep Gyroman outside. Like in his boss battle, he can zip up to the clouds, making himself obscured from ordinary shots (but Gravity Hold can bring him down). From there, he can make attacks, but must immediately descend to do so. It's a bit more powerful than the old Soaring, but also has to be done in place, to balance it out a bit. But thanks to that Trait and the speed bonus his damage power gives him, he can really be a pain on an outdoor map.
Last edited by No-Name; 07/03/2018 at 11:32..
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Weak to Gyro Attack: When Crystalman takes damage from an attack in which the attacker used a Special Power called "Gyro Attack", he takes 1 additional click of damage. "AERO" ignores the Robot Masters team ability. Crystal Eye: STRIKE: If Crystalman misses a ranged attack, he may make a ranged attack as a free action as if he occupied the nearest square of blocking terrain within the line of fire of the attack. When he does, the second ranged attack possesses and -1 to Damage. Skilled With Fortune Telling and Illusions: Crystalman can use Energy Shield/Deflection and Probability Control.
Crystalman might be my least favorite of the Mega Man 5 Robot Masters, as he's just so gosh-darned bland. His design has practically no flair, nothing to really stand out. He's just a generic-looking robot with crystal balls protruding from his forehead and torso.
But he is a dangerous one, at least. When fighting Crystalman, you have two attacks to look out for - one is his Crystal Eye, which sends ricocheting orbs bounding around the stage. If it misses you on one go, it may bounce back and hit you on another - and that's what the power does here. If Crystal Eye shoots you directly, it's a standard, straight-on shot. But if it misses, it splits and bounces, going from one larger projectile to two smaller ones. So you may find yourself wanting to miss your target, if your true targets are behind that one. This could be a decent way to peg the softer guys hiding behind your tougher enemies.
Alternating with that power is good old-fashioned Penetrating/Psychic Blast, for when he fires a burst of light from the orb that is his chest. No real explanation needed here. When you're on these clicks, blast away.
His wiki entry states that he's a talented fortune teller and ilusionist, so he nets a Mystical Keyword and a combined ESD/Probability Control. Add that to top-dial Shape Change, and he's tough to get a bead on. Late-dial Perplex can help his damage values out, and Running Shot and Leap-Climb can keep him on the move.
I may not like Crystalman's boring design, but he is a dangerous Robot Master.
Last edited by No-Name; 07/03/2018 at 11:33..
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Napalm Man
Real Name: Napalm Man
Team: Robot Masters
Range: 6
Points: 70
Keywords: Armor, Robot, Soldier, Robot Masters
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Tank Treads for Feet: Movement: Ignores Hindering Terrain Weak to Crystal Eye: When Napalm Man takes damage from an attack in which the attacker used a Special Power called "Crystal Eye", he takes 1 additional click of damage. "STRIKE" ignores the Robot Masters team ability. None Can Stand Against a Walking Arsenal Like Me!: At the beginning of your turn,Napalm Man may choose Pulse Wave, Penetrating/Psychic Blast, or Ranged Combat Expert. He may use that power this turn. When one of these powers has been selected, it may not be selected again for the rest of the game. Napalm Bomb: BURST: Napalm Man can use Energy Explosion. When he does, hit targets are given a Napalm Token. Characters with a Napalm Token modify their defense values by -1. Players remove Napalm Tokens at the beginning of their turn.
Napalm Man is badass. A rolling purple engine of destruction. His stage was a bit controversial, as it clearly Vietnam, and the implications of his abilities was unpleasant to the Vietnamese to say the least.
Napalm Man is a humanoid arsenal on tank treads, rolling through the terrain with ease and blasting anything in sight. To that end, he ignores Hindering on movement, his tank treads crushing plants beneath him. He also has a decent arsenal of ranged powers to choose from, but he can only choose each one once. Once he's unloaded a chosen power, it cannot be chosen again, so buyer beware.
But he's not helpless without those powers. Napalm Bomb is a potent Energy Explosion that makes for a great opening salvo for your turn. Targets hit by Napalm Bomb modify their defenses by -1, offering teammates a better shot at hitting.
Napalm Man isn't fast, and loses move and attack capabilities quickly, but he's got good damage reducing capacity and some late-dial Enhancement to help his allies out a bit. He's a dangerous Robot Master, make no mistake about it.
Last edited by No-Name; 07/03/2018 at 11:34..
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Weak to Napalm Bomb: When Stoneman takes damage from an attack in which the attacker used a Special Power called "Napalm Bomb", he takes 1 additional click of damage. "BURST" ignores the Robot Masters team ability. Fall to Pieces: When Stoneman takes more than two clicks of damage from a single attack, give Stoneman an action token and attach a Rubble Pile token to him. When the Rubble Pile token is attached, Stoneman cannot take damage from any game affects and cannot take any actions. Remove the Rubble Pile token when Stoneman clears action tokens. Smashing Leap: Stoneman can use Leap/Climb. After his Leap/Climb action resolves, he may use Quake as a Free Action. After Quake resolves, attach a Rubble Pile token to him. Power Stone: STRIKE: Stoneman can use Pulse Wave with a range of 4. When he does, modify his attack value by -1.
The Mega Man 5 Robot Masters comes to a conclusion with Stoneman! Usually, I tackle Stoneman first as he's just plain easy. Easy to dodge his attacks, easy to set up a killing rhythm, highly susceptible to a well-placed Charge Shot.
And when he takes that Charge Shot, he collapses into a pile of rubble. That pile is completely unharmable, but also doesn't do anything until he pulls himself back together. When Stoneman takes at least 2 clicks of damage, he falls to pieces in this game, too, meaning you will have a tough time taking him out quickly.
Power Stone isn't a very good weapon, and since his attack value isn't great to begin with, his odds of hitting with it aren't too high. However, he can be dangerous with a well-placed Leap/Climb, which transitions into Quake before he falls to pieces. Sheesh. This guy, right?
You're probably best off relying on that ability, Leaping into clusters, Quaking them, and then staying there as momentary indestructible terrain that blocks shots to your team.
Last edited by No-Name; 07/03/2018 at 11:35..
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Prime Protoman
Real Name: Darkman
Team: Dr. Wily
Range: 6
Points: 90
Keywords: Robot, Ruler, Spy, Robot Masters
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Protoman?!: Protoman can use Shape Change. Protoman may be given a Free Action to be replaced with a character with a Trait of the same name on the same click. He's Kidnapped Dr. Light! : Protoman can use Outwit. He can use the Capture Ability, but only on characters with the Light Labs team ability. When he does, after actions resolve, he may be given a Move action as a Free action.
Protoman?!: Darkman can use Energy Shield/Deflection. If ranged attack misses Darkman, he may be placed one square away from his current square in any direction. Expanding Energy Shield: Darkman can use Poison, and deals penetrating damage while doing so. Each action token on Darkman expands the area of effect of his Poison by one square. Aggressive Combatant: Darkman can use Charge and Leap/Climb. When he uses Charge, he ignores Hindering Terrain on movement purposes.
Say it ain't so, Protoman! You've gone evil?!
No, no he hasn't. Come on, we should all know by now. Still, kudos to Capcom for the fakeout. Or the attempt at one.
So Mega Man 5 brings us a Prime version of Protoman, or rather Darkman in disguise as Protoman. This disguise allows us to swap between the two if we want to, but only from Protoman disguise to Darkman. So we may want to start the game with the ranged prowess of "Protoman", using the Dr. Wily team ability to throw his Robot Masters allies under the bus to protect him while he goes in for the kidnap - he can Capture characters with the Light Labs team ability and toss them in the brig! And when he does, he gets a good head start at running away with his quarry!
But once the ruse is up, Darkman stands revealed, only now he's a close combat monster, warding off ranged attacks and expanding his energy shield to burn through your armor plating.
Both "Protoman" and Darkman have high numbers, aggressive dials, and powerful abilities. It's just a matter of what you want to accomplish and when.
Last edited by No-Name; 05/11/2018 at 15:15..
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Beat Call: At the beginning of the game, choose a character to equip Beat to and place Beat on its character card. Place four Beat Call tokens on that character's card. Give the equipped character a free action to place Beat in any square adjacent to an opposing character within five squares. The equipped character can use Exploit Weakness as if it occupied the square Beat has been placed in. After actions resolve, remove one Beat Call token from the character's card and place Beat back on the card. When the equipped character runs out of Beat Call tokens, Beat Call can no longer be used. A character equipped with Beat receives +1 to Speed. When a character equipped with Beat is KO'd, points for both the character and Beat are scored.
Beat is a little different. Instead of being an independent character, he's basically an added trait you can put on to any character. For fifteen points, you get the chance to add a bit of close combat prowess to a character without the hassle of getting into adjacency with the opponent!
In Mega Man 5, once you collected a letter plate from each stage, you could summon Beat to your side. Beat flew by you when he was activated, and immediately and devastatingly attacked whatever was stupid enough to get close to you. Beat was pretty key in defeating the final boss of the game, actually.
Here, you get four chances to send Beat out, flying him over to a nearby opponent as a Free Action. Once you've done that, you can Exploit Weakness as if you were in that square! This can be really good for dealing with pesky Stealthed enemies, or those with high defenses against ranged combat.
But once your four are used up, that's it! No more Beat! Well, at least he can still make you a little faster, which can really help out.
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