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ff002 scavenger - didn't mention it before, but loving the bright neon '80s green click numbers on these guys. very on point. loving that big shovel smashing through blocking (his take on the destructive constructicons theme). it's a novel application and i'm digging*it. but he's not one note by any means. his bot form has some great firepower there to really mix up his style and I love how well he's going to do with bonecrusher's support, bot for bot (enhancement polishing that rce) and vehicle for vehicle (empower helping his excavation).
*oh so cheeky
ff003 scrapper - this is some macabre stuff. who builds things from dead bodies? the leadership already marks him as, well, the leader, but the constructicons get added gains from the ghastly gear up when bonecrusher plows through it for the attack bonus . limiting his leadership to his pit crew really polishes this one imho as is the penalty on his usage.
ff004 hook - you have successfully weaponized defend . obviously the loophole was left there for his support to work better, but the ability to sucker punch an enemy is very dark beast in it's presentation. I love how you've framed*his ambiguous detention as potentially bad for or against you in a canny way that can lead to some unexpected applications. the tk is also very welcome. but for me, i'd say the surprising favorite thing for me is the naked 18s paired with sc as the defense. it's just very aesthetically appealing
*does this count? maybe?
Fast Forces #005 Long Haul
Team: No Affiliation
Range: 5
Points: 50
Keywords: Constructicons, Decepticons, Robot, Vehicle
6
10
16
3
1
5
10
17
3
2
5
9
18
3
3
5
9
17
3
4
6
10
16
3
5
KO
KO
KO
KO
6
8
9
17
3
1
7
9
17
3
2
7
9
16
3
3
8
9
17
3
4
8
9
17
3
5
KO
KO
KO
KO
6
TRANSFORM: Dump Truck: FREE: Turn Long Haul to the same click # of a different color. // When Long Haul's click # is green, he has .
Robots In Disguise: Toughness.
Big Load: Passenger: 2, but can carry characters larger and/or that have // MOVE: Move, then after resolutions, Long Haul may generate debris markers into up to three adjacent clear squares (The squares can be occupied).
Logistics Specialist: Adjacent friendly characters with the Robot or Vehicle keyword can use Willpower.
TRANSPORT (Sidestep)
LASER PISTOL (Precision Strike)
CARRY THE LOAD (Super Strength)
CARRY 90 TONS 1,200 MILES (Willpower)
BATTLE FRONT'S ONLY AS GOOD AS ITS SUPPLY LINE (Barrier)
Fast Forces #006 Mix Master
Team: No Affiliation
Range: 6
Points: 50
Keywords: Constructicons, Decepticons, Robot, Scientist, Vehicle
4
10
17
3
1
4
9
17
2
2
5
10
16
2
3
5
9
18
3
4
4
10
17
3
5
KO
KO
KO
KO
6
7
10
17
2
1
7
10
17
3
2
7
9
17
3
3
6
10
18
2
4
7
10
17
2
5
KO
KO
KO
KO
6
TRANSFORM: Cement Mixer: FREE: Turn Mixmaster to the same click # of a different color.
Mixing Drum Is Mobile Chemistry Lab: Super Strength, but Mix Master can not make Object Attacks. // POWER: KO a held object or remove an adjacent terrain marker and then generate a standard object or a hindering or blocking terrain marker. // When an adjacent opposing character with the Robot or Vehicle keyword is KO'd, Mixmaster may generate a standard object.
Optical Distortion Projector: POWER: Until your next turn, friendly characters have Stealth when targeted by an opposing character within range and line of fire.
MOVING ALONG (Sidestep)
BLIND YOUR ENEMIES (Stealth)
INFRARED CANNON (Penetrating/Psychic Blast)
MOBILE CHEM LAB (Poison)
HOW STRONG THE STEEL, HOW QUICK THE CONQUEST (Invulnerability)
ROBOT IN DISGUISE (Toughness)
SELF REPAIRS (Regeneration)
CORROSIVE CHEMICALS (Exploit Weakness)
Big Load: Passenger: 2, but can carry characters larger and/or that have // MOVE: Move, then after resolutions, Long Haul may generate debris markers into up to three adjacent clear squares (The squares can be occupied).
Very nice use of the clarifying parenthesis. Clear vs unoccupied is definitely the kind of easy-to-overlook rules-issue that warrants one.
Super Rare #G009 Unique Devastator2x2 Base
Team: No Affiliation
Range: 8
Points: 300/250/200/125
Keywords: Constructicons, Decepticons, Brute, Robot
7
11
18
5
1
7
11
18
5
2
6
12
18
4
3
|
|
|
|
|
|
7
11
18
4
4
8
10
18
4
5
7
11
17
4
6
7
11
17
4
7
|
|
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|
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6
10
17
4
8
6
11
17
4
9
5
10
17
3
10
5
10
17
3
11
|
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|
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|
4
10
16
3
12
5
10
16
3
13
4
9
16
3
14
5
9
16
3
15
4
10
16
3
16
5
9
16
3
17
5
9
15
3
18
0
0
14
0
19
KO
KO
KO
KO
20
KO
KO
KO
KO
21
KO
KO
KO
KO
22
KO
KO
KO
KO
23
KO
KO
KO
KO
24
KO
KO
KO
KO
25
8
12
19
5
0
TRANSFORM: Devastator: SIDELINE ACTIVE: When all the friendly characters listed below are within 2 squares of each other and not within 3 squares of a starting area and have no action tokens assigned, they have "FREE: Replace all the listed characters with Devastator on click #0."
Bonecrusher
Hook
Long Haul
Mix Master
Scavenger
Scrapper
Dim Witted: PROTECTED: Friendly Perplex, Support.
Lumbering: When Devastator is given a MOVE action, after resolutions, Quake at no cost, but opposing characters adjacent to blocking terrain destroyed by Devastator this turn also become targets.
Shoot Him In The Right Spot: Toughness, Invulnerability when targeted by a close attack.
Devastated: STOP You may immediately replace Devastator with distinct characters from your sideline with the Constructicon keyword that are 50 points or less. These characters come in on click #5. Place up to a number of these characters depending on the starting line Devastator began the game on: Yellow = 3; Blue = 4; Red = 5; Green = 6.
THINKING AND WINNING DO NOT MIX (Sidestep)
GOT YOU (Plasticity)
EXTREMELY VIOLENT (Flurry)
INCREDIBLE STRENGTH (Super Strength)
60 FEET TALL (Quake)
10,000 DEGREE BEAM (Penetrating/Psychic Blast)
LASERS BOUNCE OFF (Invincible)
MERGED STRENGTH OF CONSTRUCTICONS (Invulnerability)
SHRUG OFF AUTOBOTS (Impervious)
ROBOT IN DISGUISE (Toughness)
RALLY POINT FOR DECEPTICONS (Empower)
SOLAR ENERGY RIFLE (Range Combat Expert)
SIMPLE DIRECT ACTIONS (Close Combat Expert)
Lumbering: When Devastator is given a MOVE action, after resolutions, Quake at no cost, but opposing characters adjacent to blocking terrain Devastator moved through this action also become targets.
I don't think this works. "IM: Destroy Blocking" destroys blocking immediately after resolutions, so Devvy's quake would come after it, at which point no character is standing next to blocking terrain he moved through, since it's all gone.
Also, I assume you used the "Only one effect can find you on the Sideline"-rule intentionally this time, to make sure you can't use both of Devastator's replacement effects to effectively heal Devastator from click 19 to click 1.
I don't think this works. "IM: Destroy Blocking" destroys blocking immediately after resolutions, so Devvy's quake would come after it, at which point no character is standing next to blocking terrain he moved through, since it's all gone.
Copy. Do you think if I change it to destroyed instead of moved through it works?
Copy. Do you think if I change it to destroyed instead of moved through it works?
Oh yeah, I forgot to add a suggested fix. Oops!
The simplest fix is probably just to change "after resolutions" to "immediately after movement resolves". This is the same timing used by "IM: Destroy Blocking", so the Rule of The Active Player will allow the active player (presumably Devastator's controller) to choose which to resolve first. Then you just have to resolve the attack first, while the blocking terrain is still there. Immediately after that, it's destroyed.
Of course, that would make the extra targets optional, since the active player could choose to resolve the attack after the destruction. Alternatively, you could change the requirement to "adjacent to a debris marker placed during this action" or something similar. That would slightly increase the range with destroyed walls, but it would also exclude blocking terrain markers, since they leave no debris markers, so it's give-and-take. Printed squares of blocking would be unchanged.
ff005 long haul - as a former battalion S4, I can appreciate the logistics respect . giving out wp is always great and I like visualizing it as long haul carrying the load for them. combined with is own wp and sidestep, he'll be able to make your force feel like hardchargers. the vehicle's ability to plop out debris is full of tactical gains. so many dials in and out of this set will be able to make use of that to be sure. coupled with his improved carry, barrier and hey there's some strength, too, means he'll be a quirky support piece with good terrain manipulation
ff006 mix master - drop a sick beat . this guy needs to hang with soundwave . anyway, speaking of making use of the debris . man there's so much synergy right there. the stealth granting alone is amazing, but his ability to remix terrain will key off of all that terrain shenanigans these guys do so well. bonus points for the offbeat regen placement. cool stuff
g009 devastator - really enjoy your Voltron effect. listing the characters, as well as the stipulations for action tokens and not just doing it in the starting area are all clever strokes. because it's a one-off and you're giving up so many dudes to make him, this is more of a "things are going south" instead of a "do it from the get-go" which adds more of a tactical refinement. but what a one-off. terrifying. especially when that imposing giant is just sitting there on the sideline intimidating the business out of your opponent to lure them into overextending to end somebody just to keep it from happening. the breakup stop click is great for a full point option. I like that you've enabled the transformation in both directions, but just not for the same play format. that's so much crisper than trying to manage the whole shebang
Common #G002 Slag 2X2 Base
Team: No Affiliation
Range: 4
Points: 75
Keywords: Autobots, Dinobots, Animal, Robot, Past
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10
17
3
1
7
10
18
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11
17
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3
7
11
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5
6
9
16
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6
6
10
17
2
7
KO
KO
KO
KO
8
7
11
18
3
1
7
11
17
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2
7
10
16
2
3
6
10
16
2
4
6
9
18
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5
6
9
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3
6
6
9
16
2
7
KO
KO
KO
KO
8
KO
KO
KO
KO
17
KO
KO
KO
KO
18
KO
KO
KO
KO
19
KO
KO
KO
KO
20
KO
KO
KO
KO
21
KO
KO
KO
KO
22
KO
KO
KO
KO
23
KO
KO
KO
KO
24
KO
KO
KO
KO
25
KO
KO
KO
KO
26
TRANSFORM: Triceratops: FREE: Turn Slag to the same click # of a different color.
I Have No Need For Friends...: Other friendly characters without the Dinobot keyword can not increase Slag's damage value with Enhancement or Empower.
How About Horns: Charge. When Slag uses it, if he moves in a direct path, he has and the minimum result for his Blades/Claws/Fangs roll is the number of squares Slag moved using Charge.
Frill: Invulnerability. Invincible, but only when targeted with a range attack.
...LESS NEED FOR ENEMIES (Sidestep)
DINO-STRONG (Super Strength)
SWORD AND HORNS (Blades/Claws/Fangs)
3,000° C FLAME THROWER (Penetrating/Psychic Blast)
DINO-HIDE (Invulnerability)
ROBOT IN DISGUISE (Toughness)
HIGH ENERGY RIFLE (Range Combat Expert)
The simplest fix is probably just to change "after resolutions" to "immediately after movement resolves". This is the same timing used by "IM: Destroy Blocking", so the Rule of The Active Player will allow the active player (presumably Devastator's controller) to choose which to resolve first. Then you just have to resolve the attack first, while the blocking terrain is still there. Immediately after that, it's destroyed.
Of course, that would make the extra targets optional, since the active player could choose to resolve the attack after the destruction. Alternatively, you could change the requirement to "adjacent to a debris marker placed during this action" or something similar. That would slightly increase the range with destroyed walls, but it would also exclude blocking terrain markers, since they leave no debris markers, so it's give-and-take. Printed squares of blocking would be unchanged.
No problem. Just pointing out the issues is awesome enough. Any wording suggestions are just gravy on top .
Quote : Originally Posted by Baron Impossible
ff005 long haul - as a former battalion S4, I can appreciate the logistics respect . giving out wp is always great and I like visualizing it as long haul carrying the load for them. combined with is own wp and sidestep, he'll be able to make your force feel like hardchargers. the vehicle's ability to plop out debris is full of tactical gains. so many dials in and out of this set will be able to make use of that to be sure. coupled with his improved carry, barrier and hey there's some strength, too, means he'll be a quirky support piece with good terrain manipulation
ff006 mix master - drop a sick beat . this guy needs to hang with soundwave . anyway, speaking of making use of the debris . man there's so much synergy right there. the stealth granting alone is amazing, but his ability to remix terrain will key off of all that terrain shenanigans these guys do so well. bonus points for the offbeat regen placement. cool stuff
g009 devastator - really enjoy your Voltron effect. listing the characters, as well as the stipulations for action tokens and not just doing it in the starting area are all clever strokes. because it's a one-off and you're giving up so many dudes to make him, this is more of a "things are going south" instead of a "do it from the get-go" which adds more of a tactical refinement. but what a one-off. terrifying. especially when that imposing giant is just sitting there on the sideline intimidating the business out of your opponent to lure them into overextending to end somebody just to keep it from happening. the breakup stop click is great for a full point option. I like that you've enabled the transformation in both directions, but just not for the same play format. that's so much crisper than trying to manage the whole shebang
I wanted to make sure you couldn't just field all 6 of them and get the super-special click #0. You would have to put for a minimal amount of effort and hope your opponent can't KO on of your dudes before they can transform.
Besides, that how it always worked in the cartoon They come out start getting their ass kicked, then they merge into this beast and things get real.
g002 slag - a stroke of PURE genius to make the minimum blades roll based on his charged squares. the direct path keeps it on the up and up and makes that sp sing. man oh man, that's wonderful. the ol' extra protection schtick is especially interesting on (what I assume is) a 2x2 base. speaking of frill, all the frills are on the dino form. the bot gets the svelte, clean dial but is far from lacking in offense. I also like the casual (though not at all strict) range v melee distinction. might I suggest a simpler wording for his friends as "Protected: Empower/Enhancement."?
I Have No Need For Friends...: Other friendly characters without the Dinobot keyword can not increase Slag's damage value with Enhancement or Empower.
Quote : Originally Posted by Baron Impossible
might I suggest a simpler wording for his friends as "Protected: Empower/Enhancement."?
That would certainly simplify it, Baron, but it would lose the Dinobot exception along the way.
Quote : Originally Posted by Renokhan
Frill: Invulnerability. At the end of your turn, pick a side of the square Slag occupies. Until your next turn, Slag has Invincible against attacks that draw line of fire through that side.
Quote : Originally Posted by Baron Impossible
the ol' extra protection schtick is especially interesting on (what I assume is) a 2x2 base.
Interesting to be sure, but also a bit messy. At the very least I would recommend changing it to "... pick a side of a square..." (without the italics) since Slag occupies multiple squares. However, that would only grant protection from 1/8th of his circumference, and would be pretty easy to shoot around, since the opponent can pick any square Slag occupies to attack through.
The simplest fix that covers 1/4th of the circumference would be something like this:
"At the end of your turn, pick a square Slag occupies. Until your next turn, Slag can use Invincible when targeted by a range attack, if the attacker draws the line of fire through the chosen square."
(I also changed the phrasing of the last sentence to something I think is more in line with the rules.)
That would essentially protect one corner of Slag's circumference, rather than a side, but it would be 1/4th of it, like a side would be 1/4th of the circumference for a 1x1 character.
Edit: This corner idea covers too little, see discussion in the comments below /Edit
If you want to cover a single side, but include both squares that have that side that would probably be pretty complicated to phrase in a way that works. Here's an attempt:
"At the end of your turn, pick two squares that share a side with each other and each share a side with a square that Slag occupies. Until your next turn, Slag can use Invincible when targeted by a range attack, if the attacker draws the line of fire through either of the chosen squares."
That should work the same way, but it's not that easy to read.