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Centaur Man
Real Name: Centaur Man
Team: Robot Masters
Range: 6
Points: 60
Keywords: Animal, Robot, Robot Masters
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Weak to Knight Crusher: When Centaur Man takes damage from an attack in which the attacker used a Special Power called "Knight Crusher", he takes 1 additional click of damage. "BREAK" 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. Space-Time Distortion: Centaur Man can use Phasing/Teleport. If he moves half his speed value or less using Phasing/Teleport, he may make a Ranged Attack as a free action after actions resolve. Centaur Flash: FREEZE: Centaur Man can use Incapacitate . When he uses Incapacitate, roll a d6. On a result of 5-6, give hit targets a click of unavoidable damage. Spread Shot: Centaur Man can use Energy Explosion.
Our final Mega Man 6 Robot Master hails from Greece, and of course is themed on Greek Mythology! He's Centaur Man! He used to be a museum tour guide until he got the desire to fight in the Tournament to raise funds for his museum. Bad idea, 'cause now you got controlled by Mr. X! Uh-oh!
Centaur Man is yet another time stopper, flashing the screen to temporarily freeze enemies in their tracks. How to differentiate Centaur Flash from Time Stopper and Flash Stopper? This one is a multi-bolt Incapacitate that may cause a click of damage! Not bad overall.
Centaur Man also teleports, and can take a free Ranged Action if he doesn't teleport too far. Mid-dial sees him move on to trying to trample his opponents, before switching back to warping around and shooting them.
He's also got a spread shot buster, granting him Energy Explosion. Decent speed and defense can keep him in the game for a while, but dwindling damage values may see you relying more on Centaur Flash than his other abilities.
Last edited by No-Name; 07/03/2018 at 11:54..
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SOUND DEVICE AND LOTS OF ICE I'LL SPELL MY NAME OUT LOUD BECAUSE I WANNA!
Unique Mr. X
Real Name: Albert Wily
Team: Dr. Wily
Range: 0
Points: 50
Keywords: Ruler, Scientist
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I Have Been Manipulating That Fool, Dr. Wily From the Beginning!: Mr. X does not count against Robot Masters themed teams. Mr. X can use Perplex, but only to modify combat values by -2. My Plan For World Domination Has Faild!: STOP. Mr. X may immediately be given a move action as a free action, but only if he can then be replaced by Dr. Wily on click #4. Reprogram the Robots From the Tournament: Mr. X can use Mind Control as if he had a range value of 8 , but only to target characters with the "First Annual Robot Tournament" trait. He receives +2 to attack and may target friendly characters with this use of Mind Control.
And the award for "Crappiest Disguise Ever" goes to...
Really, Wily, do you think tossing a cape and a fake beard on will really hide your true identity? Apparently, it worked just fine, as Mega Man was shocked to learn the truth.
Mr. X has some similarities to Wily. He's not a direct fighter, he's got Stealth, he relies on Robot Masters to protect him, and he reprograms other people's robots to do his bidding, but he's also got a few key differences from the good mad doctor. Mr. X has a nasty downward-only Perplex that can really put a hamper on his enemies' plans and help his own minions hit better.
His Mind Control is more specific than Wily's, but operates at a wider range. He can use it on his own minions, so long as they have the right Trait, to propel them into combat.
Like Cossack, he can escape at the last moment to swap out for Dr. Wily when the ruse is revealed. He's not a terrible way to get Wily bang for a bit less point-cost buck.
Side note - the wording for his Defense power comes straight from the game - it's not a goof on my part.
Last edited by No-Name; 06/20/2018 at 15:41..
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Yeah, Engrish rears its ugly head in Mega Man every now and again. I was surprised to see it come up in MM10, as surely, surely somebody would have caught that, but I guess there's a fine line between "kook" and "cook" that may elude non-English speakers.
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This is My Sister... Vesper Woman.: When Vesper Woman is adjacent to a friendly Quake Woman, modify Vesper Woman's speed value by +1. Pollinator and Botanical Cataloguing Robot Master: Give Vesper Woman a Free Action to choose a friendly character within six squares. The chosen character has Improved Movement: Ignores Hindering Terrain this turn.
Before we venture to the Super Nintendo and Mega Man 7, we're gonna take a small side-trek back into Archie Comics with a few characters who didn't appear in the main games!
First up is Vesper Woman. What her capabilities as a Robot Master are, we have no idea. All we do know is that she flies, she pollinates and catalogues plants, and she bugs her sister in an attempt to get her more comfortable with being an emotional being.
So here we have it, a nice cheap taxi for Light Labs teams, who can help her teammates move more easily across the field, and is able to fly a little farther when she's next to Quake Woman. The Light Labs TA gives her Perplex, and Empower helps her sister's melee attacks hit harder.
And that's really about it for her.
Last edited by No-Name; 06/27/2018 at 09:30..
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Emerald Spears Soldier
Real Name: Various
Team: No Affiliation
Range: 5
Points: 20
Keywords: Soldier, Emerald Spears
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Emerald Spears: Characters with the Robot keyword take a minimum of 1 damage from Emerald Spears Soldier's successful attacks. All Humans Get to the Exits! All Robots, Stay Put!: When Emerald Spears Soldier successfully hits a character with the Robot keyword, roll a d6. On a result of 6, give the hit target an action token.
Unique Xander Payne
Real Name: Xander Payne
Team: No Affiliation
Range: 6
Points: 60
Keywords: Soldier, Emerald Spears
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Emerald Spears: Characters with the Robot keyword take a minimum of 1 damage from Xander Payne's successful attacks. I've Set This Place to Blow!: At the beginning of the game, place 4 Bomb Markers in squares of clear terrain around the map. Bomb Markers may be removed by an adjacent opposing character if they take a Power Action to do so. At the end of four turns, all characters within 8 squares Bomb Markers take 3 clicks of unavoidable damage, all blocking terrain within 8 squares is destroyed, and all Bomb Markers are removed from the map. Bomb Markers are still active even if Xander Payne is KO'd. Bionic Eye Unveiled: When this power is first revealed, STOP. Xander Payne can use Improved Targeting: Ignores Hindering Terrain
Perhaps the coolest thing Archie Comics added to Mega Man's lore is the terrorist group The Emerald Spears. They're a bunch of anti-robotics extremists whose sole goal is to protect humanity from robots... by destroying all robots. They debuted in the "Spiritus Ex Machina" arc and played fairly important roles throughout the rest of the series.
Their original leader, Harvey Greenleaf, was a pacifist who simply wanted to debate the robotics doctors the group had captured at the robotics convention, but this wasn't enough for Xander, who had his own plan. He took Harvey out and claimed leadership over the group, and then revealed that he had placed bombs all around the convention center, intent on destroying both the robots inside and the scientists who created them. It took the combined efforts of Mega Man, Quake Woman, Elec Man, and Pharaoh Man along with Rush to save Doctors Light, Lalinde, and Cossack and stop Xander's insane plan. It may take a high-point game, but this storyline can be replicated in Heroclix with these characters!
Harvey wouldn't offer much to the Heroclix field, so I didn't bother making a dial for him. So instead, we have Xander Payne and generic Emerald Spears Soldiers.
The Soldier is a simple, no-frills swarm piece. They deal damage to Robots with every attack they succeed with, even if it's just a single click, they can potentially freeze hit Robots in their tracks, and Enhancement allows their adjacent buddies to deal more damage with each hit.
Xander has some fairly decent stats for his cost, and Mastermind to shuffle damage off to his troops to keep him alive. He has a STOP click in the middle for his dramatic bionic eye reveal (he initially wore an eyepatch to cover his mechanical shame), can use Leadership to boost the action total of his team, has Penetrating up front to really seal the deal with his hits, and like his troops, deals a minimum of 1 damage to all Robots he hits.
But the real bang is in the bombs. At the start of the game, Xander rigs the whole map to blow, and it becomes a race against the clock to either win the game quick or disarm the bombs. And with a swing radius of 8 squares, you'll have a hard time staying away from them, so taking the actions to disarm them may be what you want to do, even if it takes valuable time away from your chances to attack the Spears. At least you can take solace in the fact that the Spears themselves are not immune to their own bombs - Xander Payne is not above making the destruction of all robots a pyrrhic victory!
Last edited by No-Name; 06/28/2018 at 12:07..
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Hi, No-Name! Sorry it’s taken me so long to comment! I wanted to give your set my full attention both because you’ve been a phenomenal commenter and because Mega Man is one of my favorite franchises of all time.
I see that you’ve already updated per notes with most of the pieces, so starting set-by-set...
Mega Man
I never beat Yellow Ooze.
I love how cute and streamlined all these dials are! Your special powers beautifully capture the robot masters’ special ability. I also love how the team abilities capture series staples like teleportation into levels and how tough the robot masters can be if you’re improperly equipped!
My only quibble is that the robot masters’ “weak to” trait is great, but feels almost too specific in a set with at least 78 robot masters. My workaround might be assigning each Special ability an element or number, so “weak to” is more broadly applicable throughout your set. That’d follow the in-game logic, with Mega Man using special abilities against the Fauxbot Masters in 2, 3, and 10. That said, it IS a quibble, and might be a difference in design philosophy.
Holy crap, Roll is amazing with Mega Man. Haha I think it’s because I grew up with the cartoon, but I always think of Vacuum-arm Roll as my canonical Roll.
Likewise, your Rush does NOT disappoint!
Huh, surprised this set didn’t include Oil Man & Time Man.
Mega Man 2
I never beat the armored turrets that are ONLY weak to Crash Bombs
Lol Metal Man. (Killer dial, though)
Damn, do I ever love that Quick Man, especially that double Sidestep!
Whoa, Cloud Man is LEGIT.
Mega Man 3
I only beat the 8 robot masters.
Proto Man is my favorite character of the original Mega Man series, full stop. I love how tragic his backstory is and how he struggles to understand his nature. I my headcanon, he eventually became Mega Man X. Your Proto Man is tops, and I love the unstable core trait. My only wish is for something to represent his tri-shot, which repeatedly wasted me as a kid.
Wow. Did. Not. Know that about Shadow Man. Huh.
Really, REALLY dig your Snake Man. Feels very accurate.
Ok, now I need Quake Soman to be playable in Megaman 11.
Mega Man 4
I beat this one!!! This is my favorite of the original series, not counting 9
Haha Toad Man excellently captures his rain dance!
Pharaoh Man is cool. So is Ring Man. I will fight you.
Skull Man is fun! That’s one I’d like to have just to figure out the rhythm of the Skull Shield.
Dig your Charge Man. He’s one of the rare characters I might give a “moves in a direct path”-types of powers instead of charge (but he’s “Charge Man,” not “IfHeMovesInADirectPath Man.”)
Love dat Gravity Man. Think he was my favorite in 5.
Napalm Man is great, although I wonder if he should have a power that lays timed bombs...
Screw everything about Dark Man. The character, not your dial.
Mega Man 6
I beat this one!!!
Jet Mode & Power Mode are both vital and excellent. They work great as a Shifting Focus mechanic. Love what you did here.
Your Robot Tournament soft-TA feels reminiscent of Bioshock Infinite’s Founder’s TA, but I think it’s used elegantly and effectively here. It’s fun! Part of me wonders if each game’s robot masters should have a unique TA, but unfortunately, few of them merit it.
My only issue with Plant Man is that his Plant Barrier Ability is difficult to use with adjacency rules. Maybe give him Sniper or an improved Targeting trait?
TOMAHAWK MAN FOR LIFE!!!
Knight Man, Knight’s Shield: I might clean up this language using SFoSM Nightwatch’s language. Either that or WKDC’s The Weird. It’s a good Ability, but I’d like the language to be more precise.
God DAMN, Emerald Spears characters, you have my undivided attention. Stuff like this highlights why expanding (debatably) narratively thin material can yield such amazing results.
All in all, great stuff! This is a wonderfully consistent set that feels like a smooth translation of the property. The passion for these characters is obvious in the dials. Amped to see more!
Wow! Thanks for all the input! Your words put a smile on my face.
I did worry that the Weakness traits are too specific, and far too easy to work around, but I could never really figure a work-around that felt right to me. I like your thought, and may have to put some thought into how to work it in. The traits work perfectly for games built with purist play in mind, where your Robot Master team is specifically built from a single game's lineup, but yeah, if a player picks and chooses, he can easily get around the Weaknesses unless his opponent has the right Robot Masters.
Time Man and Oil Man I plan on slipping into the Archie segment for consistency, since Powered Up was drastically different visually from the main game. They are coming, I promise.
Thank you for all the input! I'm glad you've enjoyed the set, as ridiculously expansive and open-ended as it is. I've had a lot of fun putting the dials together.
EDIT LOG: Modified Plant Man's Plant Barrier to be able to use any kind of attack, either close or ranged. I hadn't intended to eliminate the close possibility, just add a range he didn't inherently have, so I changed the wording a bit to make it an attack, so it would work either way.
Also, I had considered giving Charge Man a "straight path" Charge, but for some reason I didn't do it. I may go back and fix that up, but I don't know - Charge Man can use Charge feels... right.
Last edited by No-Name; 07/02/2018 at 12:33..
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Time Man
Real Name: Time Man
Team: No Affiliation
Range: 5
Points: 60
Keywords: Robot, Light Labs, Robot Masters
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Wily Stole the Robot Masters! : If Time Man is on a team with Dr. Wily, he has the Robot Masters team ability. If Time Man is on a team with Dr. Light, he has the Mega Man team ability. Weak to Thunder Beam: When Time Man takes damage from an attack in which the attacker used a Special Power called "Thunder Beam", he takes 1 additional click of damage. "ELECTRIC" ignores the Robot Masters team ability. Time Slow: FREEZE: Time Man can use Pulse Wave, but deals no damage when using it. Hit characters modify their speed values by -3, and all other combat values by -1 until the start of your next turn. Time is on My Side: Time Man can use Super Senses and Perplex, but only to target himself.
Time Man initially made his debut retro-fitted into the Mega Man timeline for Mega Man: Powered Up as one of the now 8 original Robot Masters that Wily stole. Since I wanted to keep the game-characters more focused on their original game appearances and behaviors, that meant leaving Time Man and his fellow new-old-Robot Master Oil Man out of the mix.
But Archie inserted them in with a look more conducive to the classic design aesthetic and gave them their own side-story, leaving the original game intact and this one a new adventure taking place between Mega Man and Mega Man 2. Wily had stolen Time Man and Oil Man alongside the other six, but kept them on reserve in case his plans failed (faild).
While Time Man can attack with a respectable 5 range value with three targets, his true value is in Time Slow, which dramatically cuts all nearby targets' speed by a whopping 3, and furthermore every other stat by 1. That can make all the difference in the world, making them easier targets for his teammates and reducing their chances of retaliating as well. While he doesn't have the best stats around, that power and his other abilities can more than make up for it.
Time Man is definitely not someone you want on the opposing team. At all.
Last edited by No-Name; 07/03/2018 at 11:55..
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Time Man
Real Name: Time Man
Team: No Affiliation
Range: 5
Points: 60
Keywords: Robot, Light Labs, Robot Masters
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Wily Stole the Robot Masters! : If Time Man is on a team with Dr. Wily, he has the Robot Masters team ability. If Time Man is on a team with Dr. Light, he has the Mega Man team ability. Weak to Thunder Beam: When Time Man takes damage from an attack in which the attacker used a Special Power called "Thunder Beam", he takes 1 additional click of damage. "Thunder Beam" ignores the Robot Masters team ability. Time Slow: Time Man can use Pulse Wave, but deals no damage when using it. Hit characters modify their speed values by -3, and all other combat values by -1 until the start of your next turn. Time is on My Side: Time Man can use Super Senses and Perplex, but only to target himself.
Time Man initially made his debut retro-fitted into the Mega Man timeline for Mega Man: Powered Up as one of the now 8 original Robot Masters that Wily stole. Since I wanted to keep the game-characters more focused on their original game appearances and behaviors, that meant leaving Time Man and his fellow new-old-Robot Master Oil Man out of the mix.
But Archie inserted them in with a look more conducive to the classic design aesthetic and gave them their own side-story, leaving the original game intact and this one a new adventure taking place between Mega Man and Mega Man 2. Wily had stolen Time Man and Oil Man alongside the other six, but kept them on reserve in case his plans failed (faild).
While Time Man can attack with a respectable 5 range value with three targets, his true value is in Time Slow, which dramatically cuts all nearby targets' speed by a whopping 3, and furthermore every other stat by 1. That can make all the difference in the world, making them easier targets for his teammates and reducing their chances of retaliating as well. While he doesn't have the best stats around, that power and his other abilities can more than make up for it.
Time Man is definitely not someone you want on the opposing team. At all.
Dear God, Time slow is MEEEEEEANNNN! I dig it! The utility here is obvious.
Jeez, imagine a team constructed of all Mega Man's time-stoppers...
Yeah, I really wanted that ability to just be nasty to deal with. Executing a Time Slow in Powered Up made sniping down enemies a breeze as they were too slow to get you and too slow to avoid your shots.
On the other hand, I felt like a 5 range and a relatively middling speed himself limited it enough that clever players won't have too hard of a time staying outside of Time Slow's range.
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Initial thoughts for modifying the Robot Master weapons to be a bit more universal in applying weakness:
Each one will be modified to have a type, which will be presented in all caps after the name. Some types I've thought up include -
BURN - I.E. Fire Storm, Atomic Flame, Gemini Laser, etc.
SLICE - I.E. Rolling Cutter, Metal Blade, Quick Boomerang, etc.
FREEZE - I.E. Ice Slasher, Time Stopper, Time Slow, etc.
SHIELD - I.E. Leaf Shield, Skull Barrier, Plant Barrier, etc.
Types will not apply the +1 damage modifier, but will ignore the Robot Masters team ability on the characters who are weak to them. That way, only the true weakness really deals the damage, but you do have a varied way around the Robot Masters team ability.
Thoughts?
ASK ME ONCE I’LL ANSWER TWICE JUST WHAT I KNOW I’LL TELL BECAUSE I WANNA!
SOUND DEVICE AND LOTS OF ICE I'LL SPELL MY NAME OUT LOUD BECAUSE I WANNA!
Initial thoughts for modifying the Robot Master weapons to be a bit more universal in applying weakness:
Each one will be modified to have a type, which will be presented in all caps after the name. Some types I've thought up include -
BURN - I.E. Fire Storm, Atomic Flame, Gemini Laser, etc.
SLICE - I.E. Rolling Cutter, Metal Blade, Quick Boomerang, etc.
FREEZE - I.E. Ice Slasher, Time Stopper, Time Slow, etc.
SHIELD - I.E. Leaf Shield, Skull Barrier, Plant Barrier, etc.
Types will not apply the +1 damage modifier, but will ignore the Robot Masters team ability on the characters who are weak to them. That way, only the true weakness really deals the damage, but you do have a varied way around the Robot Masters team ability.
Thoughts?
Tentatively, looks good! Even better if you manage to get one of each (presumed) 8 types per game. That way you’ve got a ton of balance and unique ways of team building, haha like a slightly better Pokémon!
Gotta say, very impressed that you’re making this change! It’s a Herculean task when one considers how certain powers don’t neatly fit certain categories. I think you’ll have great results, but again, respect for the process. Respect.
Wily Stole the Robot Masters! : If Cutman is on a team with Dr. Wily, he has the Robot Masters team ability. If Cutman is on a team with Dr. Light, he has the Mega Man team ability. Weak to Super Arm: When Cutman takes damage from an attack in which the attacker used a Special Power called "Super Arm", he takes 1 additional click of damage. "BREAK" ignores the Robot Masters team ability. Rolling Cutter: SLICE: Cutman can use Blades/Claws/Fangs. He may use Blades/Claws/Fangs to replace his damage on Ranged Attacks as well as Close Attacks.
Here we have a modification to Cutman to demonstrate how the newly-implemented types work, which are now listed in the first post.
As you can see, instead of specifically Super Arm ignoring Cutman's Robot Masters team ability (when he has it), anything with the type "BREAK" does just that.
Also, inserted into his Special Attack power's wording is SLICE. So Rolling Cutter can now ignore the Robot Masters team ability on any Robot Master weak to SLICE.
ASK ME ONCE I’LL ANSWER TWICE JUST WHAT I KNOW I’LL TELL BECAUSE I WANNA!
SOUND DEVICE AND LOTS OF ICE I'LL SPELL MY NAME OUT LOUD BECAUSE I WANNA!