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#101 Unique Volk
Real Name: Konstanin Volikov (voiced by Jonathan Frakes)
Team: XCom
Range: 7
Points: 50
Keywords: XCom, Politician, Ruler, Soldier, Spy
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Reaper Faction Leader: Leadership. Friendly characters that share a keyword with Volk can use Probability Control when rolling to break away. Strike From the Shadows: Stealth. When a Hostage is removed from the game, if you are the active player generate a 045a Reaper on its starting line in the square the Hostage last occupied if no other character has been generated this turn. Chosen Intel: Friendly characters modify Damage +1 when targeting a character with The Chosen keyword. Gleaned Secrets: Phasing/Teleport. Adjacent friendly characters can use Stealth. Adjacent opposing characters can use Earthbound/Neutralized.
#102 Unique Geist
Real Name: Yuri Rasputin (voiced by John De Lancie)
Team: XCom
Range: 4
Points: 50
Keywords: XCom, Martial Artist, Mystical, Politician, Ruler, Soldier, Warrior
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Templar Faction Leader: Leadership. Geist and friendly characters that share a keyword with him can use Sidestep, but only when they are adjacent to an opposing character. Pain Is Only In The Mind and We Are It’s Master: When a Hostage character is removed from the game if you are active player generate a 055 Templar in the square that character last occupied if no other character has been generated this turn. Chosen Intel: Friendly characters modify Defense +1 when targeted by a character with The Chosen keyword. Take The Battle to Their Doorstep: Energy Shield/Deflection, Super Senses, Toughness
Hellion: Plasticity, Willpower Retribution: When an opposing character moves into an adjacent square make a close attack targeting that character. Reaper: Invincible, Super Senses. If Zephyr KO’d an opponent last turn the first time she uses Super Senses this turn she automatically succeeds.
Targeting:00>, Hindering Lancer Pistol: Pulse Wave. When Blueblood uses Pulse Wave he may instead target each character within range along a direct line and hit characters are dealt Bluebood’s printed damage. Fanfire: RANGE: Make a range attack targeting all opposing characters within range and line of fire. Hit targets are each dealt Bluebood’s damage value instead of normal damage.
Warden: Adjacent opposing characters may only make attacks if Cherub is a target. Phalanx: Defend. Once per game FREE: Cherub can use IMMUNE until your next turn. Kinetic Shield: At the end of your turn choose up to two adjacent friendly characters. The chosen characters can use Energy Shield/Deflection until your next turn. Supercharge: Empower, Enhancement. Adjacent friendly characters can use Mastermind, but only to choose Cherub as the hit target.
Targeting: Blocking (Destroy), Characters, Elevated Impending Doom: Damage dealt by Claymore is penetrating. When Claymore attacks destroy all blocking terrain adjacent to a hit target. Fortitude: Safeguard: Terrain Attacks Improvised Explosives: RANGE TERRAIN: Choose a Grenade from your sideline. Use Throw Grenade as if the chosen Grenade was equipped to Claymore. It is not KO’d. Breach: Friendly characters modify Attack +1 when targeting a character occupying a square with a Debris marker.
I Can’t Be Your Weapon: Police team ability Relocate: POWER: Choose a character within range. Place Shelter and the chosen character in each other’s squares.
But I Can Be Your Shield: XCom team ability. Shelter and adjacent friendly characters can use Safeguard: Incapacitate, Mind Control, Opposing Perplex Fracture: Once per game POWER: Generate a Psionic Clone as described on this card. That character uses Shelter’s combat values instead of its own and can use any powers and abilities that Shelter can also use. Temporal Shift: POWER: Choose a character within range. Place Shelter and the chosen character in each other’s squares. If the chosen character is friendly it modifies Defense +1 until your next turn. If the chosen character is opposing give it an action token. Soul Storm: Penetrating/Psychic Blast. When Shelter makes a range attack heal him equal to the amount of damage taken by hit targets.
Safeguard: Support. When Terminal uses Support characters within range are considered adjacent. FREE: Choose a character healed by Terminal this turn. The chosen character can use Toughness and modifies Defense +1 until your next turn. Cooperation: POWER: Remove an action from a friendly character within range. That character may given an additional non-free action this turn. Sustain: STOP. Regeneration. The first time this power is revealed Terminal can use IMMOBILE and IMMUNE until your next turn. Second Wind: When Terminal uses Support friendly characters adjacent to the target are healed an equal amount and any opposing tokens on healed characters are removed.
Movement:00>, Blocking, Elevated Tongue Pull: Telekinesis as FREE but only to place friendly or opposing characters in squares adjacent to Torque. Bind: Close Combat Expert. When Torque makes a close attack hit characters are given up to two action tokens and cannot be targeted again this turn.
Movement: Blocking, Characters, Elevated Tag Team: Telekinesis as FREE but only to place friendly or opposing characters in squares adjacent to Torque. When she does, give that character an action token if it is opposing and remove an action token from that character if it is friendly. Toxic Greeting: Smoke Cloud. When she does, if at least one marker is placed in a square occupied by an opposing character, after placing markers make a range attack targeting each character occupying her Smoke markers and give hit characters without the Robot keyword a Poison token. (Poison token: At the beginning of this characters turn it takes one unavoidable damage. This character modifies Attack and Defense -1. When a character with a Poison token clears action tokens, has its action token removed, or heals, remove its Poison tokens) Tight Squeeze: Exploit Weakness. CLOSE: Make a close attack. A hit character can use IMMOBILE, IMMUNE, and cannot be given actions until your next turn.
Targeting:00>, Blocking (Destroy) Overtime: At the beginning of your turn give Godmother any action at no cost. Untouchable: If Godmother KO’d an opposing character last turn she evades the first attack targeting her this turn. Flush: Force Blast as FREE. Characters knocked back by Godmother cannot positively modify their defense values this turn.
Resistance Informant: Shape Change. When he uses Shape Change successfully you may choose the new target even if it would otherwise be an illegal target.
Neural Network: Incapacitate, Mind Control. When Verge uses either give a hit target a Net token. Verge may target characters with a Net token regardless of range or line of fire. Mindflay: Penetrating/Psychic Blast. When Verge makes a range attack all characters with a Net token are targeted and hit characters are dealt Verge’s printed damage.
Assault GREMLIN: Quake. When she uses Quake she may choose a square within range and line of fire and use it as if she occupied the chosen square instead. Threat Recognition: Patchwork deals penetrating damage to characters with the Robot keyword. Combat Scanner: Perplex. POWER: Choose a keyword and a combat value besides damage. Opposing characters with the chosen keyword modify the chosen combat value -1 until your next turn.
Capacitor Discharge: Quake, Giant Reach: 2. When Patchwork uses Quake you may choose a square within range and line of fire and use it as if she occupied the chosen square instead. High Voltage: Patchwork and adjacent friendly characters deal penetrating damage to characters with the Robot keyword. Reprogram: Mind Control, but only to target characters with the Robot keyword including friendly characters. Hack Door: Phasing/Teleport. FREE: Choose an adjacent square containing Blocking Terrain or a Wall. Until your next turn friendly characters treat the chosen square as clear terrain for movement and line of fire. Voltaic Arc: Poison. When an opposing character moves into an adjacent square deal 1 damage to that character and each opposing character adjacent to it. Stasis Field: POWER: Choose a character within range and line of fire. Until your next turn the chosen character can use IMMOBILE, IMMUNE, and cannot be given actions. Putting The Pieces Together: Outwit. When Patchwork uses Outwit you may give any number of adjacent friendly characters an action token and choose an additional power for each.
The peanut gallery is open for specific feedback. Some point values may be a bit off but that’s what playtesting is for. I’m curious as to how unbalanced the Alien Ruler chases will be with their off turn shenanigans but without the STOP of most figures in that tier they may be bloated.
OF NOTE:
Hostage Characters- waaaay back in the day we got a couple of Action Packs (Indoor and Outdoor) that included maps, 3D objects (Lamp Post Mail Box and Dumpster were legends) and a sheet of Bystanders (MJ, Alfred, Alicia, Jarvis were META) that included a set of hostage rules and other scenarios. Those rules were never tourney legal but BST’s stuck around and scenario cards paved the way for Battlefield Conditions (mostly well received) and Event Dials (not so much). Basically I went with a mechanic that went defunct before Soaring and Flight stands. The result is a solid departure from how it originally worked and has been essentially melded with Capture/Release of the same era. The presence of cards uncomplicates the language and since these are standard sized characters using capture halving their movement felt like a reasonable exchange. (The old mechanic allowed you to move up to speed value of the character with lowest value…clunky to say the least). Since WK is hellbent on speeding up the game the Release mechanic was streamlined into an end of turn process instead of power actions. The boosts granted are inspired by title character effects since most characters that would use the mechanic are supporting cast members of said title characters. Regardless of whether my version was well executed it’s an extra dimension I feel the game would benefit from.
Grenades- my biggest problem with grenades was always the shared Grenade Pool. It made Grenades more like a Resource mechanic than an expendable item. With the new focus on terrain markers being an umbrella type that also includes objects and equipment changing their classification to fit into said mechanic is the direction I believe they will take if Grenades are brought out of retirement. Instead of a Power action it’s a Range Terrain Action and the item is expended in place of reducing a pool. Since they are a dropped equipment they can remain a danger to the battlefield even when the originally assigned character is not. Having their devastation easily be turned against you brings some high risk to the high reward of damage potential and map control they offer. With a lower destroy value than blocking terrain representing their volatility and no limit to equipping them (full bandolier) it’s an easy subclass of Equipment to build upon. Speaking of…
Equipment Subclasses - X of Swords had the right idea (albeit horrible execution lol). Swords. Guns. Armors. Grenades. Heavy. Power. Comic books cover a lot of ground. So do video games. I understand the reluctance to allow multiple equipment to completely unbalance a figure. Solution: Make certain objects only equippable by certain characters. Instead of EQUIP: Any like we have on everything how about using it specifically rather than just reading past it. Wanna go Sword and Shield? Be my guest. Armor and Cannon? Have a blast. By giving each a class you can specify interactions to keep it from getting out of control and applied to characters like Iron Man or Batman you can go full gallery.
Shifting Card and Point Costs - this one’s all me. I first came up with card swapping during a monthly contest using Ayla Ranzz and her many iterations without having to devote a whole dial to each. Loosely based on team up cards and Cyclops Was Right it’s essentially Shifting Focus without the additional plastic. Several months later WK revealed intentions to use a similar mechanic in Starters going forward. Either great minds think alike or they really do pay attention to creative corner (wink). From a team building standpoint being able to use 5 or more versions of a scaling dial makes this set the most versatile ever and removes the necessity of multiple starting lines. Min/maxing to your specific play style is the best way to go and this mechanic allows for just that.
Sideline Interactions - Mystery Cards fit very well with XCom’s strategic tactical game mechanics. Being able to target them specifically is thus far a no no. If we are going to keep adding elements to a sideline we need to counteract that by letting figures screw with sidelines. Mephisto Ultra Chase is a good start in that direction. I expanded upon it.
Terrain - as long as we get an individual marker for each type of terrain I say go nuts. Acid, Gas, Fire, Poison. Anything else. Just make sure you can build around them from both standpoints so its characters vs characters and not map vs characters.