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Mega Man (Jet Mode)
Real Name: Rock
Team: Mega Man
Range: 7
Points: 85
Keywords: Armor, Robot, Soldier, Light Labs
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Targeting: Ignores Elevated Terrain Variable Rush Armor: Mega Man (Jet Mode) may replace and be replaced by any character with real name "Rock" of the same point value, on the same click number as a Free Action. Mega Man (Jet Mode) may not use any copied abilities obtained by Mega Man. Dogfight Maneuvers: Mega Man (Jet Mode) can use Sidestep, and modifies his defense value by +1 against attackers with Flyby Attack: Mega Man (Jet Mode) can use Hypersonic Speed, but only to make ranged attacks. Rapid Fire Shots: When Mega Man (Jet Mode) makes a Ranged Attack, he may make a second Ranged Attack against the same target at -1 damage value.
Welcome to Mega Man 6! We're closing out the NES era with this one, and making our first true character revisit with Mega Man in his Jet Mode! Instead of summoning Rush to your side to help you navigate the terrain, Mega Man 6 changed things up by turning Rush into transformable armor. He had two modes, Jet Mode and Power Mode.
Today, we go over Jet Mode! Jet Mode, obviously, grants Mega Man flight, and the ability to reach previously impossible heights, helping him shoot down enemies in the middle of a rooftop where he normally wouldn't be able to hit them.
He loses his Charge Shot, but makes up for it some with rapid shots, enabling him to take a second shot at a hit target for a bit less damage. Later in the dial, he hits and runs, zooming by as he pelts enemies with Mega Buster shots.
Like his standard grounded counterpart, he's constantly on the move, able to Sidestep his whole dial down, and is also a bit more defensive, especially against other Flyers.
But this wouldn't be Jet Mode Mega Man if he couldn't change modes, so hey, look, it turns out that Mega Man was secretly a Shifting Focus character all along! Sort of. Since I never included it on the original dial, I got a bit different with the wording, but the effect is the same. You can start with Boy Blue, move to Jet Mode, move to Power Mode, all depending on what you need in the moment.
Last edited by No-Name; 05/18/2018 at 16:26..
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Thanks for the input! I'm honestly glad to have MM5 behind me. It's not a bad game by any stretch of the imagination, but as far as Mega Man games go, I do feel it was the weakest link in the chain.
I really had to put thought into how to represent the powers in that game, so I'm glad they meet with approval!
ASK ME ONCE I’LL ANSWER TWICE JUST WHAT I KNOW I’LL TELL BECAUSE I WANNA!
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Mega Man (Power Mode)
Real Name: Rock
Team: Mega Man
Range: 0
Points: 85
Keywords: Armor, Robot, Soldier, Light Labs
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Movement: Ignores and Destroys Blocking Terrain Variable Rush Armor: Mega Man (Power Mode) may replace and be replaced by any character with real name "Rock" of the same point value, on the same click number as a Free Action. Mega Man (Power Mode) may not use any copied abilities obtained by Mega Man. Boxer: Mega Man (Power Mode) can use Sidestep, and modifies his defense in Close Combat by +1. Charged Punch: Mega Man (Power Mode) can use Giant Reach: 2
In Power Mode, Mega Man is slower, tougher, and sacrifices practically all of his range for heavy melee power. He smashes through walls, he penetrates enemy defenses, he sends enemies who manage to survive his attacks flying.
When you have enemies who have ways around Mega Man's ranged prowess, Power Mode is where you go to rush in and punch them in their stupid faces. It doesn't get much simpler than that.
The canine pun in his secondary trait isn't as clear-cut and easy as it was for Jet Mode (come on - jet - dogfighting - it had to happen), but hey, Boxer works.
So, when you want Mega Man to reliably punch enemies in the kisser, Power Mode is where you go to accomplish that!
Last edited by No-Name; 09/11/2018 at 11:40..
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Thanks! I considered giving him a teeny tiny range value, but realized it would work better if it were just a Giant Reach close attack. That way, he offered true variability, melee options that neither other version of Mega Man really excelled at.
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Weak to Centaur Flash: When Windman takes damage from an attack in which the attacker used a Special Power called "Centaur Flash", he takes 1 additional click of damage. "FREEZE" ignores the Robot Masters team ability. If "FREEZE" deals no damage, Windman takes one click of unavoidable damage. First Annual Robot Tournament: Once per turn, choose one friendly character with this trait and choose one opposing character with the Robot keyword. The chosen character with this trait receives +1 to attack against the chosen opposing character. Wind Storm: AERO: Windman's ranged attacks cause Knockback. After Windman's ranged attack has resolved but before Knockback is applied, roll a d6. 1-3, Knockback +1. 4-6, Knockback +2.
Mega Man 6's Robot Masters were not all Wily's minions. In fact, none of them were. They each represented their home country in the Robot Tournament, and were hijacked by the Tournament's mysterious benefactor, "Mr. X", who totally wasn't a certain mad scientist in a really bad disguise.
Mega Man 6's bosses each come with the Robot Tournament trait, allowing them to choose targets to engage in one-on-one combat with. Strategic use of this trait can really boost your effectiveness.
Windman was always my first target - his patterns were manageable, his stage not too terribly difficult. Windman, like Airman before him, uses gusts of air to combat enemies, and that's what he does here. All of his ranged attacks cause Knockback, and furthermore provide a chance to boost the knockback distance, sending enemies potentially flying very far away.
Flight keeps him mobile even though he's not very fast, Deflection keeps his ranged defenses strong, and while he doesn't have a huge range value, he should be able to keep enemies effectively at bay with all the Knockback he causes. Late dial sees him swap that power out for Telekinesis, which is always useful.
Last edited by No-Name; 07/03/2018 at 11:45..
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Weak to Wind Storm: When Flameman takes damage from an attack in which the attacker used a Special Power called "Wind Storm", he takes 1 additional click of damage. "AERO" ignores the Robot Masters team ability. First Annual Robot Tournament: Once per turn, choose one friendly character with this trait and choose one opposing character with the Robot keyword. The chosen character with this trait receives +1 to attack against the chosen opposing character. Flame Blast: BURN: Flameman can use Penetrating/Psychic Blast at half his range. After actions in which he used Penetrating/Psychic Blast resolve, place a Flame Pillar marker in the square your line of fire went through adjacent to the target. Characters adjacent to Flame Pillar receive one click of penetrating damage at the beginning of their turn. Flame Pillar is considered hindering terrain. At the beginning of your next turn, remove the Flame Pillar marker.
While Windman was a bit more obviously Chinese, Flameman was more... vaguely Middle Eastern. Prevailing theories have him as either Saudi Arabian or Iranian, but there's never been an official claim from Capcom.
Flameman assaults you with heavy firepower, sending either a steady volley of fireballs at you, or a rolling wave of flame across the floor. He also leaps high, clearing nearly his entire boss chamber in a single bound. Makes for a fairly straightforward Clix piece...
Until you get to his Flame Blast. It's not a straightforward shot, with a lower range than the usual shots that sends a column of fire straight up from where it hits. So for here, it's a short-ranged attack that penetrates defenses, and sets up a bit of Hindering Terrain you do NOT want to be next to. It'll be good for damaging a single target and then doing a bit of follow up to characters clustered with him, and also for providing a bit of Hindering cover if it's positioned right.
Also, can I take a moment to point out the turban and the mustache in his design? They REALLY wanted you to know he was from the Middle East. Capcom - not bothering with cultural subtlety since forever.
Weak to Flame Blast: When Blizzardman takes damage from an attack in which the attacker used a Special Power called "Flame Blast", he takes 1 additional click of damage. "BURN" ignores the Robot Masters team ability. First Annual Robot Tournament: Once per turn, choose one friendly character with this trait and choose one opposing character with the Robot keyword. The chosen character with this trait receives +1 to attack against the chosen opposing character. Robot Master on Skis: Once per turn as a Free Action, Blizzardman may move one square in any direction. Spinning Charge: Blizzardman can use Charge. After actions in which he used Charge resolve, he must be moved one space back along the path he charged, ignoring characters for movement purposes. Blizzard Attack: FREEZE: Blizzardman can use Incapacitate as a ranged attack, range 6 . All characters hit by Blizzard Attack are dealt one click of unavoidable penetrating damage.
All the way from the frozen white north, here we have Canada's very own Robot Master, Blizzardman! Hey, at least he's just a skier. It could be worse. They could have made him a hockey-themed Robot Master. Or a mountie-themed Robot Master.
Blizzardman, despite insisting on skiing the flat, level ground of his chamber, is a whirling dervish of pain who can roll into a tight ball somehow and slam into you, bounding back from the point of impact to keep his ranged defenses in play.
He can also shoot freezing snowflakes at up to three enemies, Incapacitating them and doing a bit of damage to boot. Plus, since he's cross-country skiing, he's always moving at least one square per turn for free, so positioning shouldn't be much of a problem for him.
Late dial sees him swapping his tactics up a bit, moving to laying thick snow cover for his teammates while Perplexing stats up or down, according to what is needed. Blizzardman has it all - a strong close combat attack, a wide-range token-dealing attack, and some team support options.
Last edited by No-Name; 07/03/2018 at 11:49..
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Movement: Ignores Hindering Terrain Weak to Blizzard Attack: When Plantman takes damage from an attack in which the attacker used a Special Power called "Blizzard Attack", he takes 1 additional click of damage. "FREEZE" ignores the Robot Masters team ability. If "FREEZE" deals no damage, Plantman takes one click of unavoidable damage. First Annual Robot Tournament: Once per turn, choose one friendly character with this trait and choose one opposing character with the Robot keyword. The chosen character with this trait receives +1 to attack against the chosen opposing character. Plant Barrier: SHIELD: When Plantman makes a Close Attack, attach the Plant Barrier token to his dial. When Plant Barrier is attached, Plantman can use Energy Shield/Deflection. When Plant Barrier is attached, Plantman can make an attack with a range value of 7 . After the resolution of the attack, remove Plant Barrier. Plant Barrier may also be placed with a Power Action. At Home in the Amazon: Plantman can use Plasticity and Poison.
Alllll the way from Brazil, it's Plantman! He's... a flower. Yeah. And honestly, he wasn't much of a threat in the game, either, so in order to make him useful and accurate, I had to get a little creative.
Even though he never gets Stealthy in the game, he gets it here because his flower design is intended to allow him to camouflage into the rain forest surroundings of the Amazon River, where he's put to use collecting environmental data and keeping a botanical garden.
His attack values are low, his natural defenses aren't much, but he's mobile, he's Stealthy, and he has two ways to activate his Special Weapon. He can do it with a punch, snapping his barrier up after the attack, or he can do it as a distinct Power Action. This grants him some much-needed defensive ability, and a good ranged shot to boot.
A clever Plantman player can make him a nuisance to deal with, as he can be a Stealth sniper, a Poisoning tie-up piece, and a reliable Perplexer. He may not be the guy to send in against the big guns, but he's got his place on a team.
Last edited by No-Name; 07/03/2018 at 11:50..
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Tomahawk Man
Real Name: Tomahawk Man
Team: Robot Masters
Range: 6
Points: 70
Keywords: Robot, Warrior, Robot Masters
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Weak to Plant Barrier: When Tomahawk Man takes damage from an attack in which the attacker used a Special Power called "Plant Barrier", he takes 1 additional click of damage. "SHIELD" ignores the Robot Masters team ability. If "SHIELD" would prevent a character from making an attack, that character can make a close attack targeting Tomahawk Man. First Annual Robot Tournament: Once per turn, choose one friendly character with this trait and choose one opposing character with the Robot keyword. The chosen character with this trait receives +1 to attack against the chosen opposing character. Silver Tomahawk: SLICE: Tomahawk Man can use Penetrating/Psychic Blast, and Ignores Elevated Terrain when using it. Bladed Head Dress: Tomahawk Man can use Blades/Claws/Fangs and Ranged Combat Expert.
Tomahawk Man may be my favorite Mega Man 6 Robot Master. I know, he may be considered an offensive stereotype, but I love the design, his stage music is awesome, his weapon is pure badass.
Tomahawk Man is a warrior through and through, hailing from the good ol' US of A, and I guess it was pretty nice of us to have our national representative in the Robot Tournament be of Native American design and influence, though that may have been appropriation.
Either way, Tomahawk Man is deadly. He flings his Silver Tomahawk in an upward arc, allowing it to ignore Elevated Terrain as it penetrates defenses, and he's got the numbers to make that damage hurt. Defenses are pretty good, speed allows him to be an aggressive attacker, and mid-dial Willpower keeps him moving.
At the end of his dial, he has some more options to attack with as he starts flinging the bladed feathers of his head dress at you. He's got both melee power with BFC, and some ranged power with RCE, so no matter what, Tomahawk Man is coming in with deadly damage-dealing potential.
Do not underestimate this robot. But do jam to his stage music.
Last edited by No-Name; 07/03/2018 at 11:51..
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Yamato Man
Real Name: Yamato Man
Team: Robot Masters
Range: 6
Points: 60
Keywords: Armor, Robot, Warrior, Robot Masters
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Weak to Silver Tomahawk: When Yamato Man takes damage from an attack in which the attacker used a Special Power called "Silver Tomahawk", he takes 1 additional click of damage. "SLICE" ignores the Robot Masters team ability. First Annual Robot Tournament: Once per turn, choose one friendly character with this trait and choose one opposing character with the Robot keyword. The chosen character with this trait receives +1 to attack against the chosen opposing character. Retrieve the Spear: After Yamato Man makes a ranged attack, place a Yamato Spear token adjacent to the target. When the Yamato Spear token is on the field, Yamato Man cannot make ranged attacks and instead can use Charge, ignoring Hindering Terrain for Movement Purposes when he does. When Yamato Man occupies the square with the Yamato Spear token, remove the token from the field. Yamato Spear: STRIKE: Yamato Man can use Precision Strike. Yamato Man's ranged attacks ignore Energy Shield/Deflection. Samurai Armor and Spinning Spear: Yamato Man can use Toughness and Energy Shield/Deflection
Yamato Man is another pretty cool Robot Master. Who doesn't love a spear-wielding robot samurai? He's a nimble fighter, leaping about and using his spinning spear to deflect shots.
The Yamato Spear penetrates shields, so it's a great option for taking ES/D fighters off guard by shooting them through it. Save your friendly Outwits for another power, because Yamato Man has this on lockdown.
In the game, after he shoots his spear head at you, he has to run it down and retrieve it, and honestly, that felt like too limiting a mechanic for the Heroclix version of the character, so I left it off.
He's got great ranged defenses, and some late-dial Empower helps his allies get their close attacks to stick.
Yamato Man comes from, you guessed it, Japan. In Japan, he's actually called Japan Man, which doesn't sound quite as cool to me. I mean, do we call Blizzardman Canada Man? Tomahawk Man America Man (wouldn't that get certain Americans upset?)? Yamato Man sounds cooler, even if it pretty much still means "Japan".
EDIT: On Red and Blue Rocks's suggestion, I added a new trait to replicate the spear-head retrieval. Rather than making it a pure detriment, I went for making it a shift in tactics, granting him Charge when it's out there. It's up to the player if he is going to retrieve it.
Last edited by No-Name; 07/03/2018 at 11:53..
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Knight Man
Real Name: Knight Man
Team: Robot Masters
Range: 0
Points: 70
Keywords: Armor, Robot, Soldier, Warrior, Robot Masters
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Weak to Yamato Spear: When Knight Man takes damage from an attack in which the attacker used a Special Power called "Yamato Spear", he takes 1 additional click of damage. "STRIKE" ignores the Robot Masters team ability. First Annual Robot Tournament: Once per turn, choose one friendly character with this trait and choose one opposing character with the Robot keyword. The chosen character with this trait receives +1 to attack against the chosen opposing character. Knight's Shield: Knight Man can use Energy Shield/Deflection. At the beginning of your turn, choose a direction Knight Man is facing. Modify Knight Man's defense against attacks coming from that direction by +1. Knight Crusher: BREAK: Knight Man can use Exploit Weakness with Giant Reach: 3 Defeated 1000 Robots in Combat: Knight Man can use Invulnerability and Willpower.
Knight Man is also severely cool. Mega Man 6 really stepped it back up after the lower point that was 5, and churned out some memorably cool Robot Masters.
Knight Man joins the fray from Merry Old England, only he's not terribly merry, even though his design and combat style are fairly old. He's dense, he's heavy, and he's got massive damage dealing potential, but not a lot of speed to back it up.
Luckily for him, his Giant Reach afforded by Knight Crusher compensates a bit, allowing him to Charge in and smack through defenses from 3 squares away.
His shield affords him built-in ESD, so he's going to want to use that Giant Reach to keep shooters away. Further, you can choose which direction Knight Man is facing, and any attack coming from that direction has to deal with an inherent +1 to defense.
Battle Fury prevents him from being Taxied, but a Telekinetic could really help him out in that regard. Knight Man may be one of the most dangerous Robot Masters around, and he won't be easy to dispatch.
PS: A little bonus for those of you who followed my Shovel Knight set - The Baz really wants to take this guy down.
Last edited by No-Name; 07/03/2018 at 11:54..
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Neat stuff. Though Yamato's signature limitation should come in play. I would recommend his range gets halved when using the attack power.
Knight Man looks fun to play. Don't recall exactly what Reize could do to counter him.
I'll have to give some thought into how to really play it. It's just such a goofy thing, and I have an idea, I just don't know if it would change his balance.
And Reize would probably get curb-stomped by Knight Man, heck, so would The Baz, but if The Baz gets the finishing blow on Knight Man, he could claim a power. Knight Man has the naming qualifier I put into his trait...
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