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Rare #019 Puck
Real Name: Eugene Judd
Team: No Affiliation
Range: 0
Points: 60/35
Keywords: Alpha Flight, Mystical, Past, Soldier
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Tumbling: Sidestep
Keeping Trapped The Spirit of Black Razor: WEAKNESS: . When Puck would take pushing damage, roll a d6. 1-2: Instead deal Puck 2 pushing damage. // The first time Puck would be KO'd, instead generate a #019bt Black Razor bystander for your opponent's force, and turn Puck to click #5 and he ignores his WEAKNESS for the rest of the game.
Ricochette: Defense +1 when targeted by a close attack. When Puck is hit, he may choose to be knocked back equal to the attackers damage value. Puck does not take knock back damage.
Spinning Like A Hockey Puck: KNOCKBACK on close attacks and may knock back characters one size larger. When Puck moves, after resolutions, he may make a close attack targeting a character he has not hit this turn.
LEADING THE CHARGE (HYPERSONIC SPEED)
ACROBATIC MANEUVERS (CHARGE)
CAREER OF THE CAT BURGLAR (LEAP/CLIMB)
KNOW JUST WHERE TO HIT THEM (PRECISION STRIKE)
EXTENDED LIFE (TOUGHNESS)
#019bt Black Razor
Team: Mystics
Range: 0
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Steal Your Life: When Black Razor hits with a close attack, assign him a life token. // When Black Razor would take damage, you may instead clear life tokens and decrease the damage taken by 1 for each token cleared.
oh, please don't misconstrue, my friend. i don't find it bland at all. if anything the consistency of the dial on clicks 1-5 makes the big mood swing on click 6 stand out. there's plenty of character here, even without northstar on the map
Good. I tried to keep most of her on dial for this one. The twins stuff and weakness obviously had to be textualized, but the rest is all on the board.
Quote : Originally Posted by ToadKillerDog
Ah, well I'll wait for you to shine a little light on the subject. I'd ask for a hint but its Nun of my affair.
YES!!! puck is my favorite alphan (and that's saying something). and after giving us a guardian, aurora and northstar in the iim gf all with starting hss i still cannot believe the one alphan in the gf they didn't give it to to complete the set was puck?!? he 100% should have hss. move&attack&move is literally he's schtick!!! so unsurprisingly i wholeheartedly endorse this approach to eugene. the ed sidestep is a delight, the extra attacks are a splendor, and with hss, he can hit, hss hit, then sidestep hit oh the joys of tossing your opponents all over the map with plinks of ps 1s, making the battlefield what you want it to be, clumping them up for the twins to incap, or walter to just plain maul. the subtle touch of the simple +1 vs close (oh look how it pairs with 's +1 to range!) and the old school optional kb. crossing the Ts so he can kb up a size, the attack spike on click 4 so it's not all downhill progression, the "uncursed clicks" 5 & 6 functioning as fitting for his story regardless of his current size, and he even poops out a demon. my 1 ever-so small suggestion is that iirc the demon wasn't his pal and this design encourages you to want to trigger his "weakness," but that aside, i am over the moon for our favorite sports-themed hero from the friendly north
YES!!! puck is my favorite alphan (and that's saying something). and after giving us a guardian, aurora and northstar in the iim gf all with starting hss i still cannot believe the one alphan in the gf they didn't give it to to complete the set was puck?!? he 100% should have hss. move&attack&move is literally he's schtick!!! so unsurprisingly i wholeheartedly endorse this approach to eugene. the ed sidestep is a delight, the extra attacks are a splendor, and with hss, he can hit, hss hit, then sidestep hit oh the joys of tossing your opponents all over the map with plinks of ps 1s, making the battlefield what you want it to be, clumping them up for the twins to incap, or walter to just plain maul. the subtle touch of the simple +1 vs close (oh look how it pairs with 's +1 to range!) and the old school optional kb. crossing the Ts so he can kb up a size, the attack spike on click 4 so it's not all downhill progression, the "uncursed clicks" 5 & 6 functioning as fitting for his story regardless of his current size, and he even poops out a demon. my 1 ever-so small suggestion is that iirc the demon wasn't his pal and this design encourages you to want to trigger his "weakness," but that aside, i am over the moon for our favorite sports-themed hero from the friendly north
Good catch. I had forgotten the one little tiny part about "generate Black Razor for your opponent's force" part. It must have been lost when I was doing some last second rewording on the trait.
To your point of HSS, I know right? The GF was so close to getting it right too.
DESIGN NOTE: So this was originally designed to be a Prime in a full set, but since I went away from a full set to a SOP, I decided I'd just turn the primes I had into the chases. So this is originally costed as a prime, so not sure how 50 points works for her. Thought I'd get a straw poll of what point cost you see her.
Chase #022 Unique Aurora
Real Name: Jeanne-Marie Beaubier
Team: No Affiliation
Range: 0
Points: 50
Keywords: Alpha Flight, Mutant, Speedster
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No Longer Registers As Mutant : Opposing characters can't target Aurora with powers that have the Mutant keyword as a trigger.
Flight:At the beginning of your turn, if Aurora has less than two action tokens assigned, she has Hypersonic Speed as FREE this turn. When Aurora uses Hypersonic Speed and hits with a close attack, instead of dealing damage, she may knock back the hit target 3 squares and any knock back damage is increased by 2.
Light Generation: POWER: Make a range attack targeting all other character within 3 squares. Instead of damage, hit character modify attack -1 until your next turn and adjacent hit characters are assigned an action token.
AT SUPERSONIC SPEEDS (SIDESTEP)
FIST ARE FLYING (FLURRY)
SLAM ATTACK (PRECISION STRIKE)
DODGE (ENERGY SHIELD/DEFLECTION)
HARD TO HURT WHILE FLYING (TOUGHNESS)
RAPID FIRE PUNCHES (CLOSE COMBAT EXPERT)
Firstly, yes I was going to ask if Black Razor was intended to be generated for your opponents force.
Don't care though, that is the Puck I've wanted since I started playing Heroclix.
Where do I even begin, Tumbling Sidestep PERFECT, Short range Hypersonic PERFECT, Ricochette eheheheheh PERFECT.
Spinning Like A Hockey Puck, combined with that first click Hypersonic and Tumbling makes sure that his entrance is always going to be dynamic.
You could say I'm verrrrry pleased with this take on Eugene.
As far as Aurora goes I think with her short dial and low direct damage output she's not undercosted for a modern game.
If her damage was higher or her movement the same as her non-chase counterpart, now that would be iffy. As she stands she's more likely to be used for special effects than brute damage output, which is how it should be.
Also kudos for remembering that Walter altered her not only to be able to generate light by herself, but also to spoof her mutant signature.
I always liked that costume and that is the perfect choice for the sculpt.
I try to stay away from chases, but I'd have to have this one.
I'm very glad that Eugene isn't a chase as well because I'd have to have both!
"I may not see the road I ride for the witch-fire lamps that gleam;"But phantoms glide at my bridle-side, and I follow a nameless Dream." R.E. Howard
jeanne is a chip hitter mostly with lots of utility options. other than sticking for the cce, she's best served pushing people around or locking them down. even her free hss isn't op due to the dmg value you gave her and is far more useful for positioning her (or positioning and opponent via kb) than an actual attack. she's quirky but neat. definitely a different kind of speedster. i take it this is from when she internalized the gestalt light powers which then makes the mainset's version of holding all the gestalt light more clever as we see it without the limitation here
Chase #022 Snowbird (Sasquatch)
Real Name: Narya
Team: No Affiliation
Range: 0
Points: 100/65
Keywords: Alpha Flight, Great Beast, Deity, Monster, Mystical
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Shifting Focus: Beasts Of The Arctic:: FREE: If Snowbird began your turn on the map, replace her with another character with this trait.
If I Have The Strength: Colossal Stamina. If Snowbird is 65 points, she can not clear action tokens.
FACE ME, NOW (SIDESTEP)
WRONG BEAST (CHARGE)
STRENGTH FOR STRENGTH (SUPER STRENGTH)
IT'S DONE (BLADES/CLAWS/FANGS)
IT IS NOT SNOWBIRD WHO WILL DIE THIS DAY (INVULNERABILITY)
IT'S YOU (TOUGHNESS)
THAT'S SNOWBIRD'S POWER (CLOSE COMBAT EXPERT)
Firstly, yes I was going to ask if Black Razor was intended to be generated for your opponents force.
Don't care though, that is the Puck I've wanted since I started playing Heroclix.
Where do I even begin, Tumbling Sidestep PERFECT, Short range Hypersonic PERFECT, Ricochette eheheheheh PERFECT.
Spinning Like A Hockey Puck, combined with that first click Hypersonic and Tumbling makes sure that his entrance is always going to be dynamic.
You could say I'm verrrrry pleased with this take on Eugene.
As far as Aurora goes I think with her short dial and low direct damage output she's not undercosted for a modern game.
If her damage was higher or her movement the same as her non-chase counterpart, now that would be iffy. As she stands she's more likely to be used for special effects than brute damage output, which is how it should be.
Also kudos for remembering that Walter altered her not only to be able to generate light by herself, but also to spoof her mutant signature.
I always liked that costume and that is the perfect choice for the sculpt.
I try to stay away from chases, but I'd have to have this one.
I'm very glad that Eugene isn't a chase as well because I'd have to have both!
I appreciate the Puck love. He was one of my favorites and Black Razor had to make an appearance. Sorry about the confusion. Yeah, he's definitely opposing players plaything.
I just wanted to represent her speed by giving her HSS as free. That's basically 7 squares she gets to move for free. Oh and make a dink for 1 or a little knockback for 3. She also can go full rampart with the HSS/CCE double tap. The light was thought to be an defensive offensive power. The faux incap is if they get up on your and CCE isn't an option for some reason.
Quote : Originally Posted by Baron Impossible
jeanne is a chip hitter mostly with lots of utility options. other than sticking for the cce, she's best served pushing people around or locking them down. even her free hss isn't op due to the dmg value you gave her and is far more useful for positioning her (or positioning and opponent via kb) than an actual attack. she's quirky but neat. definitely a different kind of speedster. i take it this is from when she internalized the gestalt light powers which then makes the mainset's version of holding all the gestalt light more clever as we see it without the limitation here
Having HHS as FREE frees her up to combo a lot of things off of. I tried to take advantage of that. The low damage value seemed important to keep her from doing too much as she does a lot. If that makes sense.
so we get a very interesting experimentation with sf at the lower end but a stronger dial added on top of it. when i played with this in my silver age set i flinched on it and just gave them separate dials so i already appreciate the headache it took (at least for me) to try and make this work sensibly. the abpi click 0 was a clever call, i'm not sure if i'm game for click #00 or click #-1 or even click #12 or any other solution, honestly. i figured you avoided different colored click numbers 1 & 2 for the first 2 clix wisely because of sf interaction?
the dial has great oomph, not so much that overshadows walter (which it shouldn't) but enough to get your attention. the real chase value is how it interacts with the other sf options and how her owl in particular can set up a nasty combo. great weakness here, (surprised no WEAKNESS keyphrase) she's going all out whether you want to or not, and that in particular brings up the sf interaction again, requiring you to shift out or burn out. and her human form can heal right back up before shifting wild again. very nice
my only concern is that the you'll burn out of that added 35pts of value quickly. from walking out there and required pushing, you've got at most 2 swings of the vet value. and baring external support, no way to get back up there as the sf healing options won't go deeper. perhaps changing it out to "Colossal Stamina. If Snowbird is 65 points she cannot clear action tokens." that way there's more of a reason to commit the extra cost, particularly these days
the thing i picked up on immediately with this dial was the end dial combo of blades/cce. normally clashing or superfluous, i see it here as an interesting bit of options. how badly do you want to gamble? that you gave her charge with it sweetens the blades option considerably in its mobility but when face to face i can go for a guaranteed wallop if that's all i need, or i can really go for broke with a hail mary blades, particularly if i'm sitting on 2 tokens? feels like a nail-bitter finish
so we get a very interesting experimentation with sf at the lower end but a stronger dial added on top of it. when i played with this in my silver age set i flinched on it and just gave them separate dials so i already appreciate the headache it took (at least for me) to try and make this work sensibly. the abpi click 0 was a clever call, i'm not sure if i'm game for click #00 or click #-1 or even click #12 or any other solution, honestly. i figured you avoided different colored click numbers 1 & 2 for the first 2 clix wisely because of sf interaction?
the dial has great oomph, not so much that overshadows walter (which it shouldn't) but enough to get your attention. the real chase value is how it interacts with the other sf options and how her owl in particular can set up a nasty combo. great weakness here, (surprised no WEAKNESS keyphrase) she's going all out whether you want to or not, and that in particular brings up the sf interaction again, requiring you to shift out or burn out. and her human form can heal right back up before shifting wild again. very nice
my only concern is that the you'll burn out of that added 35pts of value quickly. from walking out there and required pushing, you've got at most 2 swings of the vet value. and baring external support, no way to get back up there as the sf healing options won't go deeper. perhaps changing it out to "Colossal Stamina. If Snowbird is 65 points she cannot clear action tokens." that way there's more of a reason to commit the extra cost, particularly these days
the thing i picked up on immediately with this dial was the end dial combo of blades/cce. normally clashing or superfluous, i see it here as an interesting bit of options. how badly do you want to gamble? that you gave her charge with it sweetens the blades option considerably in its mobility but when face to face i can go for a guaranteed wallop if that's all i need, or i can really go for broke with a hail mary blades, particularly if i'm sitting on 2 tokens? feels like a nail-bitter finish
Amazingly, you've recapped the struggles I had on this dials. First I took away indomitable. Then I added, then removed the "if 65 points" clause to the no clearing tokens. Originally I had it as -1 0 1, then I switched to 12 0 1, then A, B, 1, and finally went with the 00 0. I don't like any of them particularly, but 00 was my basketball #, so I decided to keep it.
I was torn on keeping this dial balanced with the other SF versions and Sasquatch and making it playable as it is.
What I'm afraid of on the 65 pts is that no one would want to use the polar bear. The no clearing action tokens was my attempt at making the bear more an option besides being a tie-up piece.
Anyway, I think I'll make the changes back to how I had it and see if it still is balanced.
I actually first saw chase Snowbird this morning, but I knew she was in the development phase so I decided to wait for the official roll-out.
I think with Snow-squatch being a chase a lot of those worries are unfounded. Of course you want to make her more desirable she's a chase ( and if I caught your drift earlier a former Prime ) so a little craziness is to be expected.
Giving her Colossal Stamina with the inability to clear tokens at 65 points keeps her from being cheesy and is comic accurate to the struggle she has in controlling that form.
I particularly like the first 65 point click, shamble-pummel repeat. Narya is just going to keep pushing and punching until your goo and she can switch form and regenerate.
Of course I'm also going to use the 100 point version to run "Waltina" if I want to run their Alpha Flight line-up.
"I may not see the road I ride for the witch-fire lamps that gleam;"But phantoms glide at my bridle-side, and I follow a nameless Dream." R.E. Howard
DESIGN NOTE: Another would be prime. For reasons that will become apparent as the rest of the Berzerkers are revealed, I decided she'd be 30 points. She's probably a 40-50 pts figure in reality. Again, I didn't want to redesign her for a 10 pts difference and I'd really like to hold onto the ability to field all 10 Berzerkers at 300 points...so, here's another undercosted (or overpowered -- to-may-to/to-ma-to) chase. Yippie!
Chase #024 Unique Heather
Real Name: Heather Hudson
Team: No Affiliation
Range: 0
Points: 30/10
Keywords: Alpha Flight, Berzerker, Mystical
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My Power Is To Lead: Leadership. When Heather rolls for Leadership; 2 or higher: Empower; 3 or higher: Enhancement; 4 or higher: Probability Control; 5 or higher: Heather considers friendly characters within 3 squares as adjacent; 6: FREE: Adjacent friendly character may move up to 2 squares.
I'VE BEEN TRAINING WITH PUCK (SIDESTEP)
ASGARDIAN ENCHANTMENT (TOUGHNESS)
ENHANCED PHYSIQUE (WILLPOWER)
I DON'T NEED PROTECTION (MASTERMIND)
MYSTICALLY ENHANCED TACTICAL KNOWLEDGE (PROBABILITY CONTROL)
I WILL BE THAT LEADER (LEADERSHIP)
I actually first saw chase Snowbird this morning, but I knew she was in the development phase so I decided to wait for the official roll-out.
I think with Snow-squatch being a chase a lot of those worries are unfounded. Of course you want to make her more desirable she's a chase ( and if I caught your drift earlier a former Prime ) so a little craziness is to be expected.
Giving her Colossal Stamina with the inability to clear tokens at 65 points keeps her from being cheesy and is comic accurate to the struggle she has in controlling that form.
I particularly like the first 65 point click, shamble-pummel repeat. Narya is just going to keep pushing and punching until your goo and she can switch form and regenerate.
Of course I'm also going to use the 100 point version to run "Waltina" if I want to run their Alpha Flight line-up.
Last things first, Waltina - That was really the idea behind the 100 pts line. It just became so difficult to execute because of the SF. Then I couldn't figure out how to include that you could play as Waltina at 100 pts other than including a trait/sp that included additional keywords and maybe some support 'sciency' power. Anyway, it seemed like a lot of baggage to include in dial, and as I had hoped, people are going to see that 100 pts played with no SF as such regardless. One of the reasons I waffled with the pushing option at 100 pts. I was on the fence about making the SF and pushing as 65 pts mechanisms only. But I decided the cost would go wonky if I did that.
I've always loved heather. So underrated. Berserker Hudson is as level-headed as ever. She's arguably better with a bit of random plan B should her leadership not work as intended and nice bonuses if it does. The extended aura on a 5 can make for an alternative shakeup choice for token removal if you get it and the mass sidestepping on a 6 are particularly inspired add ons. I want to focus on that 10 pt, though. Daggum is she added so much for so little. Perfect little investment for her kws