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This is a thread dedicated to the 80's and 200x story of he-man and the masters of the universe. I was a HUGE fan of the shows. and so now with what i seen in brave and the bold im sure i can make a good set for he-man. hope you all like this. feel free to post your dials of what characters you like or your versions of what was already posted.
Mystic Shield and Quick Reflexes: He-man can use Shield/Deflection, Toughness, and Close Combat Reflexes.
He-man can use Battle Fury,Super Strength, and Leap Climb.
R Prince Adam
Team: None
Range: 4
Points: 49/105
AE Base: Everyone else.
Keywords: Eternianl,Politician
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I'll go get he-man..: Prince Adam can use Stealth, Give Prince Adam a power action and replace this character with a He-man on its orange starting line. Existing action tokens from this character, as well as action tokens and pushing damage for this action are applied to the replacement He-man. If replaced, no victory points are awarded for this character and the replacement He-man is considered to be 49 points for all game effects. Im not useless. Prince Adam can use Enhancement and Perplex, if Prince Adam uses perplex he can not target his own damage.
Last edited by Trodorne5; 06/28/2010 at 15:45..
Reason: forgot to get rid of some of the powers.
so am I to repost there? cause im just making updated dials cause of the brave and the bold set. i did not know there was a he-man thread before. im wondering what the Masters Of the Universe team ability was. my Eternian Defenders was just straight up the Defenders team ability.
U Mo-Larr, Eternian Dentist
Team: No Affiliation
Range: 0
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Attack - Dental Floss/Drill: Give Mo-Larr, Eternian Dentist a Power Action. Mo-Larr May Use Incapacitate as a Free Action as if He had a Range of 6. If there is another opposing character within 4 Squares of Mo-Larr, He may Use Charget Attacking that Opposing Character. Damage Dealt is Penetrating Damage - You Have an Impacted Wisdom Tooth: Mo-Larr, Eternian Dentist Can Use Incapacitate. When He Does Do Not Replace His Damage Value
Last edited by Troma99; 06/29/2010 at 10:28..
If you wish to make an apple pie from scratch, you must first invent the universe.-Carl Sagan
That thread didn't last long. i'm the only one that put dials in it. I'll just move them over here:
He-Man
Team: Masters of the Universe
Range: 0
Points: 270
Keywords: Brute, Masters of the Universe, Mystical, Ruler, Warrior
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Speed - By the Power of Grayskull, I have the Power!: Give He-man a power action. Give him a move action as a free action then deal him 1 damage Attack - Shield: He-man can use ESD and Toughness Defense - Supreme Warrior: He-man can use Combat Reflexes and Invunerability Damage - Sword of Power: He-man may use BCF. After he rolls you may add 1 to the result or choose not to replace the damage value. Once per turn you may have an opponent reroll a ranged attack against He-man and use the new result.
Effortless Strength He-man can use L/c as part of a move or power action. Once per movement he may destroy 1 wall or square of blocking terrain and continue his movement.
Speed - Epic Leap Attack: Skeletor can use Leap/Climb. When he does at any point during his movement he may make 1 close combat action, the continue his remaining movement Attack - Dual Sword: Skeletor can use BCF and Flurry. Give him a power action to make 1 close combat action as though he were adjacent to a character 4 spaces away to which he has line of fire. Defense - Conquerer: Skeletor can use Mastermind and Toughness Damage - Havoc Staff: Skeletor can use RCE and Energy Explosion as though he had a range of 6). He may use Enhance and TK but cannot move friendly characters with TK. Any attack from Skeletor that hits, you may choose to deal knockback.
King Randor
Team: No Affiliation
Range: 0
Points: 132
AE Base: Keldor/Skeletor
Keywords: Defenders of Eternia, Ruler, Soldier
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Speed - Epic Leap Attack: Damage - Inspire: King Randor can use Leadership. Whenever another uses this Leadership action it may use Perplex targeting itself.
Teela
Team: Masters of the Universe
Range: 6
Points: 90
Keywords: Martial Arts, Masters of the Universe, Mystical, Soldier
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Speed - Epic Leap Attack: Defense - Martial Arts: Teela can use Combat Reflexes and Close Expert Damage - Father's Training: Teela can use Perplex but only on her and frienly charcaters within 4 spaces. She can't mod damage values.
Man-at-Arms
Team: Masters of the Universe
Range: 6
Points: 175
Keywords: Armor, Defenders of Eternia, Master of the Universe, Soldier
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Attack - Master Tactician: He can use Perplex normal or Perplex himself by +2
V Tri-klops
Team: Skeleotr Army
Range: 8
Points: 111
Keywords: Keldor\'s Army, Robot, Scientist
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Attack - 3 Eyes: he can use Energy Explosion, Incap, ad Psyblast. When he makes a ranged attack choose one: All sccueesfully hit targets are 1) knocked back 2) dealt 1 unavoidable damage or 3) gain Earthbound/Neutralize until the begining of your next turn Damage - Mechanical Engineer: He can use Perplex and Enhancement
Orko
Team: Masters of the Unive
Range: 6
Points: 100
Keywords: Masters of the Universe, Mystical
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Attack - Magic: He an use TK and Perplex,. As a free action he may replace one object he can draw line of fire to with a standard object from outside tegame Damage - Tricks and amusement: he may use Outwit and Shape Change
Skeletor Team= Superman Enemy.
Masters= They don't take pushing damage. When targeted with Outwit roll 1D6 and ignore it on 4-6. This power can only be copied by Unique characters.
I used off-brand Powers cosmic for Masters of Universe
Speed - Epic Leap Attack: Skeletor can use Leap/Climb. When he does at any point during his movement he may make 1 close combat action, the continue his remaining movement Attack - Dual Sword: Skeletor can use BCF and Flurry. Give him a power action to make 1 close combat action as though he were adjacent to a character 4 spaces away to which he has line of fire. Defense - Conquerer: Skeletor can use Mastermind and Toughness Damage - Havoc Staff: Skeletor can use RCE and Energy Explosion as though he had a range of 6). He may use Enhance and TK but cannot move friendly characters with TK. Any attack from Skeletor that hits, you may choose to deal knockback.
This skeletor i like. so i don't think im going to make one. plus it would save me time.
#005 E Beastman
Team: Skeletor's Army
Range: 4
Points: 84
Keywords: Snake Mountain, Animal, Monster, Beserker Islands, Minion
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Master of Beasts- Beast Man can use Leap/climb and Mind Control. Give Beast Man a power action, he can use mind control with a range of 8 and , but can only target characters with with Animal and/or monster keywords. at the end of the mind control action, Beastman takes 1 click of unavoidable damage for every 200 points of the total amount of the figures controlled.
#006 E TrapJaw
Team: Skeletor's Army
Range: 8
Points: 100
Keywords: Snake Mountain, Minion, Future, Soldier
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Vicious Steel Jaw- When Trap Jaw becomes adjacent to a standard or continual object, as a free action remove the object from the field and heal 1 click to Trap Jaw for a light object, or 2 clicks for a heavy object. This can only be used one per turn.
#008 V Tri-klops
Team: Skeletor's Army
Range: 6
Points: 86
Keywords: Snake Mountain, Minion, Scientist, Robot,
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Inventive Follower: Tri-Klops can use Perplex and Outwit. Master Of Vision - Tri-Klops ignores the effects of hindering,elevated and blocking terrain and other characters for line of fire purposes.
For Skeletor!- When another friendly character with Snake Mountain Keyword is within a range of 4 of Skeleton Minion, all damage from this character can not be reduced any lower than 1 damage.
Air Centurion Support- When this character is within 6 squares of Air Centurions, Modify Armored Skeletons damage by +1 for each Air Centurion that is within range.
#011 V Air Centurion
Team:
Range: 4
Points: 60
Keywords: Snake Mountain, Minion, Monster
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Bring him to me.- When Starting within 2 Squares of any figure named Skeletor, Air Centurions can use the Capture ability.
U Mo-Larr, Eternian Dentist
Team: No Affiliation
Range: 0
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Attack - Dental Floss/Drill: Give Mo-Larr, Eternian Dentist a Power Action. Mo-Larr May Use Incapacitate as a Free Action as if He had a Range of 6. If there is another opposing character within 4 Squares of Mo-Larr, He may Use Charget Attacking that Opposing Character. Damage Dealt is Penetrating Damage - You Have an Impacted Molar: Mo-Larr, Eternian Dentist Can Use Incapacitate. When He Does Do Not Replace His Damage Value
LOL! should it be impacted wisdom tooth? oh poor poor grizzlor.
Go my minions, I will not lose.: Hordak can use Psychic Blast and Telekenisis. Horde Troop Barrier: Hordak can use Super Senses and Mastermind. Hordak can use Mastermind normally or give the damage to a friendly character of less than half his value with Horde Empire keyword with in a range of 6. Inspiring Fear: Hordak can use Leadership and Outwit. Hordak can use outwit normally or, he may counter a power that is shared by all opposing characters with in clear line of fire. I am Hordak, your world is mine!- Hordak can not use the carry ability. When Hordak has not made a full action this turn, he may place 3 barrier tokens adjacent as a free action before the end of your turn.
Horde Weapon Master- Grizzlor may use Leap Climb, Once per game before the start of the first round. Grizzlor may choose a standard or special object. This object can have its damaged modified by +1 or that object can not be destroyed. if the chosen object is made that it can not be destroyed, Deal Grizzlor 2 clicks of unavoidable damage.
#022 E Shadow Weaver
Team: Horde Empire
Range: 6
Points: 86
Keywords: Horde Empire, Mysical, Minion, Fright Zone
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Sorceress of Shadows: Shadow Weaver can use Phasing/Teleport, Stealth and Mind Control. This can not be.: Shadow Weaver can use Barrier and Energy Shield Deflection. Dark Crystal Ball- Once per game, before the start of the first turn, pick a opposing character, that selected character now suffers a -1 to damage until the end of the game against other figures that share any keyword with shadow weaver. after this is done roll a D6, on the result of a 1 or a 2, deal shadow weaver 1 unavoidable damage.
#023 R Mantenna
Team: Horde Empire
Range: 4
Points: 97
Keywords: Horde Empire, Monster, Animal, Minion, Soldier, Fright Zone
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Stun beam eyes- When range combat damage has been dealt to an opposing character(s), give those who were dealt damage an action token. if a second action token is given, then pushing damage is given if applicable.
#024 R Horde Trooper
Team: Horde Empire
Range: 6
Points: 22
Keywords: Horde Empire, Robot, Armor, Soldier, Fright Zone
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Expenable Robots: When a higher point value friendly character with Horde Empire keyword(s) are within a range of 4 from Horde Trooper, their damage can not be reduced less than 1 and take 1 click of unavoidable damage.
Move into Position: When Horde Knight is within a range of 2 from any higher point valued character with Horde Empire keyword(s), may make a full move action, a move action used by this power are still given an action token but does not count towards total action limit.
Fixed : P. Still waiting for The Moss-man....who would obviously just be a repaint of Beastman
and here you go. got you a moss-man right here.
#033 U Moss-Man
Team: No Affiliation
Range: 0
Points: 101
AE Base: EvilSeed
Keywords: Eternian Defender, Mystical, Animal, Monster
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Become one with the plants- Moss-man can use Stealth and Phase/Teleport Master of Nature- Before the start of the game, roll a D6 on the result of a 4-6, all clear terrain now becomes hindering terrain. Mossman ignores this effect for movement and line of fire purposes.
Mystic Shield and Combat Manuvers: He-man can use Shield/Deflection, Toughness, and Close Combat Reflexes. Sword of Power: He-man may use BCF. After he rolls you may add 1 to the result or choose not to replace the damage value. Once per turn you may have an opponent reroll a ranged attack against He-man and use the new result.
He-man can use Battle Fury,Super Strength, and Leap Climb.
a quick revamp of my experienced he-man dial. i forgot the one crucial thing and it is his power sword. so i could not think of anything better than UniqueLoginNamor's white power he had on his he-man.
#013 R Odiphus
Team: No Affiliation
Range: 0
Points: 33/67
Keywords: Pelleezean, Minion, Snake Mountain, Animal
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Necrotia: Give Odiphus a power action and replace this character with a MoTU #14 Stinkor on its orange starting line. Existing action tokens from this character, as well as action tokens and pushing damage for this action are applied to the replacement Stinkor. If replaced, no victory points are awarded for this character and the replacement Stinkor is considered to be 30 points for all game effects. Small Time Theif: Odiphus can use outwit but only on adjacent characters. When Odiphus Outwits a power he does not possess he can use that power till the beginning of his next turn.
#014 E Stinkor
Team: Skeletor's Army
Range: 6
Points: 67/33
Keywords: Pelleezean, Minion, Snake Mountain, Animal, Monster, Soldier
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Smell of Victory: Stinkor can use Smoke Cloud, and Incapacitate. Master of Stink- Stinkor may use poison, When any character is adjacent to Stinkor, they take poison damage. When Stinkor uses Smoke Clould treat each Smoke Clould token as if they have poison and deal damage to any adjacent character except characters named Stinkor. Any characters dealt damage from Stinkor's poison are given an action token.
Eternian Defenders: Characters using the Eternian Defenders team ability can replace their defense value with the unmodified defense value of an adjacent friendly character using the Eternian Defenders team ability.
Skeletor's Army: When two characters that can use the Skeletor's Army team ability are adjacent to each other, the character with the higher point value may be given a free action to use Outwit. That character can use Outwit until the beginning of your next turn, if it cannot use Outwit already and continues to use this ability. If the two characters have the same point value, their controller chooses which is treated as the higher point character this turn.
Horde Empire: A character using the Horde Empire team ability can be given an action when it has two action tokens on it. If it does, do not give an action token to the character after the action resolves; instead, deal it 1 unavoidable damage. At the end of your turn, do not remove action tokens from a character that has been give a non-free action and used this team ability during that turn.
Snake Men: A character using the Snake Men team ability may use Stealth (though they do not possess the Stealth power).
The Great Rebellion: Whenever an opposing character given an action attempts to move from a non-adjacent square into a square that is adjacent to a character using the Great Rebellion team ability, it must roll a d6. On a result of 1-2, the opposing character cannot move to any square adjacent to the character using this team ability that turn. Characters using this team ability ignore it on opposing characters.