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Hi folks,
I have made some key revisions to my MechWarrior collection based on the feedback that I got from my first submission. So I decided to just post the collection that I have. I'll start with the Assault-Class BattleMechs. In case you didn't see it on the first submission, I came up with a plausable story that would explain their existence in the Heroclix universe. The race of people are known to the rest of the universe as Micronians. To view the story, click here.
NOTE: Click on the name to see the picture of it.
The Kodiak is one of the toughest BattleMechs out there. This variant is intended for short-range and close combat with the AC-20 and claws doing most of the work.
Claws/Medium Laser Array Kodiak can do one of the following: (1) Claws: Kodiak can use Blade/Claws/Fangs; (2) Sequential Fire: Give Kodiak a ranged combat action. It can make 2 ranged combat attacks as free actions; (3) Link-Fire: Give Kodiak a double power action to make a ranged combat attack against a single character. Modify its Damage value by +3 for the attack.
AC-20: Kodiak can use Psychic Blast. When using Psychic Blast, modify its Attack value by -1. Its range may be decreased for the duration of the attack. For each square the range of the attack is decreased, increase the damage dealt by 1 when resolving the attack.
Let's start with the Clan Assault BattleMechs:
This variant of the Kodiak trades the AC-20, a couple of Medium Lasers and a little bit of armor for a faster engine and LRM-20s and a Swarm LRM-20.
Claws: Kodiak Archer can use Blades/Claws/Fangs. When using Blades/Claws/Fangs, modify its Attack value by -1.
Swarm LRM-20 Missile Rack This character can use Energy Explosion as if it has a range of 10 and 3 lightning bolts. It cannot target characters that are 5 or fewer squares away from it.
Dual LRM-20 Missile Racks Give this character either a power action or a double power action to make a ranged combat attack against a single character that is between 5 and 12 squares away from it. Modify its Attack value by +1 for this attack. If a power action is given, its Damage value becomes 3 and is locked for this attack. If a double power action is given, its Damage value becomes 5 and is locked for this attack.
The Daishi is a formidable weapons platform. It sacrifices a lot of armor in favor for lots of weapons. It has 2-Gauss Rifles, 6-ER Large Lasers and 1-LRM-10.
No Fists When attacking adjacent opposing characters, modify Daishi's Attack value by -2 and Damage value by -1. Link-Fire All Large Lasers Give Daishi a double power action to modify its Damage value by +3 when making ranged combat attacks.
LRM-10 Missile Rack Give this character a power action. It can make a ranged combat attack against a single character that is between 5 and 12 squares away as a free action. Its Damage value becomes 2 for this attack and is locked. Modify its Attack value by +1.
The Shrike is an interesting assault BattleMech. It resembles a Falcon or an Eagle. It uses its jump jets to pounce on its prey using its talons and follows that up with an attack with its claw. It also has 2 AC-10s on one arm for ranged combat.
Jump Jet Talon Attack Give this character a double power action. It may move up to its unmodified Speed value and make a close combat attack as a free action. Modify its Damage value by +1 and Attack value by -1 for this action.
Now onto the Inner Sphere Assault BattleMechs:
The Atlas is the most well known BattleMech of all time, and one of the most feared. The skull-looking head puts fear in the eyes of its foes. This variant sports a Rotary AC-10 with 4 Large Lasers and a Streak SRM-6 for short-range punch. Once its AC-10 ammo runs out, it pretty much drops it and uses its hands to clobber opposing characters with objects.
Link-Fire Large Lasers Give Atlas a double power action to make a ranged combat attack. Modify its Damage value by +3. Shield Protection At the beginning of the game, place 2 Shield tokens on its character card. (optional) Before damage is dealt to Atlas, if there are 1 or more Shield tokens on its card, roll 1d6. Atlas ignores damage equal to the result. If Atlas ignores more than 2 damage, remove 1 Shield token.
Rotary AC/10 Give Atlas a range combat action. It can make a ranged combat attack as a free action. After the attack resolves, it can immediately make ranged combat attacks against any other opposing characters adjacent to the target to which it can draw a clear line of fire. (Each attack is rolled and deals damage separately). If the result of a successful ranged combat attack roll made by Atlas is doubles, the damage dealt is penetrating damage.
Streak SRM-6 Give Atlas a range combat action. It may make a range combat attack as a free action. Its range becomes 5 and modify its Attack and Damage values by +1 for this attack.
This variant of the Atlas trades short-range punch of the Streak SRM-6 for the long-range LRM-20. The rest of the weapons are the same.
Link-Fire Large Lasers Give Atlas a double power action to make a ranged combat attack. Modify its Damage value by +3. Shield Protection At the beginning of the game, place 2 Shield tokens on its character card. (optional) Before damage is dealt to Atlas, if there are 1 or more Shield tokens on its card, roll 1d6. Atlas ignores damage equal to the result. If Atlas ignores more than 2 damage, remove 1 Shield token.
Rotary AC/10 Give Atlas a range combat action. It can make a ranged combat attack as a free action. After the attack resolves, it can immediately make ranged combat attacks against any other opposing characters adjacent to the target to which it can draw a clear line of fire. (Each attack is rolled and deals damage separately). If the result of a successful ranged combat attack roll made by Atlas is doubles, the damage dealt is penetrating damage.
LRM-20 Missiles Give Atlas a power action. It may make a range combat attack as a free action as if it has a range of 12. Modify its Attack value by +2 for this action and Damage value is locked at 3.
The Battlemaster has been modified by the Micronians to deal with larger groups of enemies. The normal PPC has been replaced with a heavy flamethrower. It also uses the latest heavy ghost armor technology to make it harder to hit at the expense of the strength of the normal assault armor.
Link-Fire Torso Guns Give Battlemaster a double power action to make a ranged combat attack. Modify its Attack value by -1 and Damage value by +2.
Heavy Flamethrower Battlemaster can use Super Strength and Energy Explosion as if it has a range of 6 and 3 lightning bolts. When using Energy Explosion, modify its Attack value by -1 and it ignores all effects of hindering terrain. Put a SPECIAL marker on each square that an attacked character occupies that is hindering terrain or has an object on it. Any character occupying a square with a SPECIAL marker on it are dealt 1 additional damage. At the beginning of your next turn, remove the SPECIAL markers and objects that are on those squares, then deal one damage to each character that occupy those squares.
Heavy Ghost Armor Battlemaster can use Invulnerability and Energy Shield/Deflection.
LRM-10 Missile Rack Give Battlemaster a power action. It can make a ranged combat attack against a single character that is between 5 and 12 squares away as a free action. Its Damage value becomes 2 for this attack and is locked. Modify its Attack value by +1.
The Neanderthal is an interesting Assault BattleMech in that it it's strictly a close combatant. But it deals hulk-like damage with its huge mace and dual shivs. The super-thick hull plating offers it protection to keep it alive enough to do massive damage.
Massive Hull Plating At the beginning of the game, place 3 Shield tokens on Silas Neanderthal's character card. (optional) Before damage is dealt to it, roll 1d6. Ignore damage equal to the result. If Silas Neanderthal ignores more than 2 damage, remove one Shield token.
That's it for my Assault-Class BattleMechs. Stay tuned for the Heavy-Class BattleMechs.
One more thing: I also made two ATAs based on the Clan and Inner Sphere keywords. To view them, click on the links below: Clan Inner Sphere
/linebackerbattlemasterm.jpg]Battlemaster[/url] Heavy Flamethrower Battlemaster can use Super Strength and Energy Explosion as if it has a range of 6 and 3 lightning bolts. When using Energy Explosion, modify its Attack value by -1 and it ignores all effects of hindering terrain. Put a SPECIAL marker on each square that an attacked character occupies that is hindering terrain or has an object on it. Any character occupying a square with a SPECIAL marker on it are dealt 1 additional damage. At the beginning of your next turn, remove the SPECIAL markers and objects that are on those squares, then deal one damage to each character that occupy those squares.
This is a cool power. Torch and Pyro need something like this.