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I understand that there are many legalities and technical problem involved with building an indy set. I have heard rumors for example that Todd McFarlane, the creator of Spawn was not interested in the first indy set due to creative differences. I think that maybe with the improved sculpts and new powers and abilities available that might not be so much of an issue. I have also heard rumors of legal troubles concerning Lady Death and Evil Ernie as well, but I believe just about anything can be negotiated.
I designed this set to represent not only a few of my favorites from the indy world, but also many that have been requested frequently by the heroclix community. I think if a new indy set were to be treated with the proper respect that any other set would get, it would generate a great deal of money and further interest in the game.
When the heroclix scene in my area died out, the Street Fighter set was what made me interested in buying again. Heroclix is making a comeback in my town now I'm happy to say, but it took something out of the ordinary to regain my interest.
On a side note, I do not know the point system for building heroclix (if there is one). I am guessing at most of these figures based on other figures I've seen. If the costs don't seem reasonable, they can always be changed.
I know that I am only one of thousands who has ideas for indy pieces, but I hope that in the near future wizkids will make an effort to update our favorite heroes from outside the larger companies. This game was created because somebody had an idea. I hope that my idea will at least influence another idea to get some of these characters into the fold.
Aquatic Agility: Abe Sapien has stealth and charge, but can only use stealth when he is in water terrain. Scaly Skin: Abe Sapien can use toughness and combat reflexes.
Episode: Liz Sherman can use pulse wave, energy explosion and poison. If Liz Sherman targets multiple characters with pulse wave, damage is not reduced to 1.
Sense Metal: If Sydney Leech is attacked with an object, or by a character with a relic on its card he may use super senses.
#006 Unique Johann Krauss
Team: No Affiliation,Mystics,B.P.R.D.
Range: 4
Points: 180
Keywords: BPRD, Scientist, Mystical
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Movement: Ignores hindering terrain. Possession: When Johann Krauss occupies the same square as an object he can use close combat expert. If the object is a light object he can use toughness, if the object is not a light object he can use invulnerability. Ectoplasm: If a character adjacent to Johann Krauss is K.O.ed you may immediately remove Johann Krauss from the game. Heal the adjacent character to the current click of Johann Krauss. You control that piece for the remainder of the game. New Body: Johann Krauss may remove an object in the square he occupies from the game and heal for 2 clicks.
#008 Unique The Darkness
Team: Mystics
Range: 6
Points: 115
Keywords: Mystical, Brute, Monster, Armor, Martial Artist
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Movement: Ignores hindering terrain. Ignores elevated terrain. Ignores characters. Darklings: Give The Darkness a power action and place a Darkling token in any square within range and line of sight. Mob Hitman: The Darkness can use running shot and stealth.
Pyrokinesis: The Angelus can use psychic blast, pulse wave and energy explosion.
#010 Experienced Ian Nottingham
Team: No Affiliation
Range: 6
Points: 65
Keywords: Mystical, Martial Artist, Warrior
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Protector: Whenever a character on your force named Witchblade or Kennith Irons is dealt damage by an opposing character, Ian Nottingham breaks away automatically and may immediately attack that character as a free action if possible.
Pulling the Strings: Kenneth Irons can use perplex and outwit. Drank From the Holy Grail: Kenneth Irons can use regeneration, but subtracts 3 from the roll instead of 2.
#012 Experienced Leonardo
Team: No Affiliation
Range: 3
Points: 75
Keywords: Mutant, Martial Artist, TMNT, Teen
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TMNT Team Ability: Whenever a ranged attack is made against a character with this team ability modify their defense by +1.
#013 Experienced Michelangelo
Team: No Affiliation
Range: 3
Points: 75
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TMNT Team Ability: Whenever a ranged attack is made against a character with this team ability modify their defense by +1. Chucker: Michelangelo can use charge and flurry.
#014 Experienced Donatello
Team: No Affiliation
Range: 3
Points: 75
Keywords: TMNT, Martial Artist, Scientist, Mutant, Teen
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TMNT Team Ability: Whenever a ranged attack is made against a character with this team ability modify their defense by +1. Invention: Donatello can use psychic blast, pulse wave, quake and energy explosion.
#015 Experienced Raphael
Team: No Affiliation
Range: 3
Points: 75
Keywords: TMNT, Mutant, Martial Artist, Teen
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TMNT Team Ability: Whenever a ranged attack is made against a character with this team ability modify their defense by +1. Sai Throw: Start the game with two sai counters on Raphael's card. You may remove a sai counter from the card and make a ranged combat attack using blades/claws/fangs. If Raphael has no sai counters on his card he may no longer use blades/claws/fangs.
Foot Clan Team Ability: Whenever this character makes a close combat attack it gets +1 to attack for every friendly character with the Foot Clan team ability that is adjacent to the target . Ninja Master: Shredder can use stealth, charge and flurry. Master Shredder: Shredder can use mastermind and invulnerability.
#020 Rookie Foot Soldier
Team: No Affiliation
Range: 3
Points: 30
Keywords: Foot Clan, Martial Artist
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Foot Clan Team Ability: Whenever this character makes a close combat attack it gets +1 to attack for every friendly character with the Foot Clan team ability that is adjacent to the target.
Hellspawn Tutor: Clown can use phasing/teleport and stealth. Alter Ego: Violator: Give Clown a power action that deals no pushing damage and replace him with INDY2 Violator on his orange starting line. This power can't be countered.
Regeneration: Violator may use regeneration as a free action as long as he has 1 or more action tokens. Demonic Movement: Violator can use phasing/teleport and stealth. Telepathy: Violator can use mind control and incapacitate, but only to target characters with the monster or mystical keyword.
Regeneration: Violator may use regeneration as a free action as long as he has 1 or more action tokens. Demonic Movement: Violator can use phasing/teleport and stealth. Telepathy: Violator can use mind control and incapacitate, but only to target characters with the monster or mystical keyword.
Movement: Ignores hindering terrain. Ignores elevated terrain. Ignores characters. Hellspawn Team Ability: This character may use regeneration once per turn as a free action, subtracting 3 from the roll instead of 2. Uncopyable. From the Shadows: Spawn can use leap/climb and stealth. Chains: Spawn can make a ranged attack on up to two opposing figures at a locked damage of 2. If this attack hits, give each hit character an action token in addition to the damage dealt. Necroplasm Blasts: Spawn can use energy explosion. Damage dealt this way is penetrating.
Hellspawn Team Ability: This character may use regeneration once per turn as a free action, subtracting 3 from the roll instead of 2. Uncopyable. From the Shadows: Cogliostro can use phasing/teleport and stealth.
#026 Unique Grigori Rasputin
Team: Mystics
Range: 7
Points: 100
Keywords: Mystical, Past
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Resurrection: When Grigori Rasputin is K.O.'d put a special marker in the square he occupied. Any friendly character adjacent to that special marker may be given a power action and take a click of damage to return Grigori Rasputin to play on click #7 and replacing the special marker.
Inhuman Swordsman: At the beginning of your turn choose energy shield/deflection or combat reflexes. Kroenen may use the chosen power until your next turn.
Loyal to Rasputin: When Ilsa Haupstein is within 4 squares of a character named Grigori Rasputin or Rasputin she gets +2 to her attack rolls. This modification can be used even when using support.
Dark Goddess: Hecate gets +1 to all combat values when she is indoors or occupies hindering terrain. Worshipers: Hecate can use mind control and leadership, but may only use them on friendly characters with the monster or mystical keyword. Iron Maiden: Hecate can use invulnerability and regeneration.
#030 Veteran Eric Draven
Team: No Affiliation
Range: 5
Points: 120
Keywords: Mystical, Martial Artist, Animal
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Movement: Ignores hindering terrain. Ignores elevated terrain. Crow Team Ability: When it is not your turn, hindered lines of fire drawn to this character are blocked. The Crow: At the beginning of the game The Crow is attached to Eric Draven. You may give Eric Draven a power action to put The Crow in a square adjacent to Eric Draven. It is a bystander token as described. Eric Draven may use probability control and super senses against any character that is in line of sight of both Eric Draven and The Crow Supernatural Healing: Eric Draven can use regeneration as a free action. Supernatural Attributes: Eric Draven can use toughness and combat reflexes.
#031 Rookie Sarah
Team: No Affiliation
Range: 0
Points: 20
Keywords: Teen
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Skateboard: Sarah begins the game with a skateboard token on her card. As long as the skateboard token is on her card she gets +3 to her movement. ERIC!: If Sarah would be attacked and a character named Eric Draven is on your force, you may immediately move him as a free action. If Eric Draven becomes adjacent to the attacker or blocks line of sight, the attack is made on Eric Draven instead if able.
I did everything I could for her.: Once per game if this character may be given a power action when a friendly character possessing The Crow team ability is adjacent to it. That character may use exploit weakness once this game. This power does not apply to wildcards copying the team ability.
#033 Rookie Skank
Team: No Affiliation
Range: 4
Points: 30
Keywords: Devil's Night
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Lackey: Give Skank a power action and place him next to a character with the Devil's Night keyword.
#034 Experienced Funboy
Team: No Affiliation
Range: 4
Points: 40
Keywords: Devil's Night
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Morphine: At the beginning of your turn roll a d6. If the result is 1-3 this character gets -1 to all of his combat values.
#035 Experienced Tin-Tin
Team: No Affiliation
Range: 5
Points: 65
Keywords: Devil's Night, Martial Artist
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Throwing Knives: Tin-Tin can use blades/claws/fangs. He can use it normally or he can use it with a range of 2.
#036 Experienced T-Bird
Team: No Affiliation
Range: 5
Points: 65
Keywords: Devil's Night
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#037 Veteran Top Dollar
Team: No Affiliation
Range: 6
Points: 100
Keywords: Devil's Night, Martial Artist
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#038 Veteran The Tick
Team: No Affiliation
Range: 0
Points: 220
Keywords: The City, Brute
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Movement: Ignores hindering terrain. Ignores elevated terrain. SPOON!: The Tick ignores the effects of psychic blast and mind control.
#039 Rookie Arthur
Team: No Affiliation
Range: 0
Points: 50
Keywords: The City
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#040 Experienced American Maid
Team: No Affiliation
Range: 6
Points: 80
Keywords: The City, Martial Artist
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Stilettos: Make a ranged combat attack. Damage from this attack can't be reduced below one. Characters taking damage from this attack receive an action token that deals no pushing damage.
#041 Rookie Die Fledermaus
Team: No Affiliation
Range: 0
Points: 35
Keywords: The City
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Unused gadgets.: Die Fledermaus gains 6 range and 3 targets and can use leap/climb, force blast, phasing/teleport, blades/claws/fangs, energy explosion, pulse wave, quake, incapacitate, psychic blast, smoke cloud, poison, energy shield/deflection, barrier, ranged combat expert, exploit weakness, enhancement and close combat expert, but only if he rolls a 6 on a d6 at the beginning of your turn.
#042 Rookie "The Tick"
Team: No Affiliation
Range: 0
Points: 100
Keywords: The City, Brute
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Kinetic Generator: Close combat damage dealt by "The Tick" can't be reduced below 1 and gives an action token. Indestructible Shield: "The Tick" can use impervious and energy shield/deflection.
#043 Rookie Sewer Urchin
Team: No Affiliation
Range: 0
Points: 55
Keywords: The City
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You are so cool down here.: When Sewer Urchin occupies water terrain he may use charge and perplex, but may not use stinky. Stinky: At the beginning of your turn each adjacent character is given an action token.
Cyberkinesis: Bloodshot can use mind control with +2 to his attack., but only to target characters with the robot keyword. He may use this power against friendly characters.
Shaping the World: Toyo Harada can use perplex and outwit. Omega Power: Toyo Harada can use psychic blast and telekinesis. Sense Thoughts: Toyo Harada can use super senses and mastermind.
Pyrotelekinetic: Flamingo can use energy explosion and poison. Flame Wall: Flamingo can use barrier. When the barrier token come down the following turn replace them with smoke markers.
Mockery: Pagan can use shape change. Bring to the Master: At the beginning of the game choose a character on your force that is 200 points or greater. Pagan can use telekinesis, but only to place a character or object next to the chosen character. No role is needed for Pagan to use this power on an opposing figure.
Movement: Ignores hindering terrain. Ignores elevated terrain. Hell's Blacksmith: Friendly characters that are adjacent to Cremator can use blades/claws/fangs.
In Love With Death: If Evil Ernie is adjacent to a friendly character name Lady Death modify both their attack values by +1 if not already modified by this effect. Can't Be Killed: Evil Ernie can use regeneration as a free action.
Morph: Flute Cop: Give Flute Cop a move action that deals no pushing damage. After the action resolves, replace him with any character with this trait but a different collector number on the same click number.
Morph: Flute Cop: Give Dinosaur Soldier a move action that deals no pushing damage. After the action resolves, replace him with any character with this trait but a different collector number on the same click number.
Morph: Flute Cop: Give Avocado Soldier a move action that deals no pushing damage. After the action resolves, replace him with any character with this trait but a different collector number on the same click number. Throw a Grenade: Give the character a power action, decrease the number of grenades in your grenade pool by 1 (if greater than 0), and choose a type of grenade listed on this card. Choose a target square within 5 squares and line of fire (ignoring characters for line of fire purposes). Make a ranged combat attack targeting all characters occupying or adjacent to the target square. Deal damage to each character hit based only on the type of grenade chosen. Avocado Grenade: This grenade hits each character with the effects of energy explosion. Grenade pool: +2
Morph: Flute Cop: Give Ghost Cop a move action that deals no pushing damage. After the action resolves, replace him with any character with this trait but a different collector number on the same click number.
Wishes: On your turn Uni-Man can give himself, or an adjacent character a standard power until your next turn. Thrown: Give a power action to a chosen character that is friendly and adjacent to Uni-Man and a power action to Uni-Man. The chosen character may make a ranged attack with a range of 4 that deals penetrating damage. After the action resolves place Uni-Man in a square adjacent to the target of the attack. I wish to be super, super, super smart.: Uni-Man can use running shot, pulse wave and energy explosion. ...and also super strong.: Uni-Man can use charge and super strength. Got so smart he grew a unicorn horn.: Uni-Man can use outwit and perplex.
#063 Experienced Dr. Stinky Head
Team: No Affiliation
Range: 0
Points: 45
Keywords: Scientist
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"You still can't be on my team Stinky Head.": Dr. Stinky Head cannot be in the same force as a character named Axe Cop. Opponents cannot use mind control on Dr. Stinky Head if they control a character named Axe Cop.
Fierce Assault: Witchblade/Darkness can use flurry and charge. Bladed Barrage: Witchblade/Darkness can use blades/claws/fangs damage from this power cannot be reduced below 1. Quick and Durrable: Witchblade/Darkness can use toughness and energy shield/deflection.
#068 Unique Tick/Arthur
Team: No Affiliation
Range: 0
Points: 190
Keywords: The City, Brute
Power or Force: Lady Death/Evil Ernie can use psychic blast and super strength. Skill or Strength: Lady Death/Evil Ernie can use combat reflexes and toughness. Undying Obsession: When you reach this click stop turning the dial. Lady Death/Evil Ernie may use toughness.
Movement: Ignores hindering terrain. Ignores characters. The Right Hand of Doom: If Anung un Rama occupies an opponent's starting area at the beginning of your turn each other figure takes an unavoidable click of damage. Beast of the Apocalypse: Whenever an opposing character is K.O.d, remove an action token from Anung un Rama.
Wishes: On your turn Uni-Baby can give himself, or an adjacent character a standard power until your next turn. Thrown: Give a power action to a chosen character that is friendly and adjacent to Uni-Baby and a power action to Uni-Baby. The chosen character may make a ranged attack with a range of 6 that deals penetrating damage. After the action resolves place Uni-Baby in a square adjacent to the target of the attack.
Hellspawn Team Ability: This character may use regeneration once per turn as a free action, subtracting 3 from the roll instead of 2. From the Shadows: Spawn can use leap/climb and stealth. Chains: Spawn can make a ranged attack on up to two opposing figures at a locked damage of 2. If this attack hits, give each hit character an action token in addition to the damage dealt. Necroplasm Blasts: Spawn can use energy explosion. Damage dealt this way is penetrating.
Movement: Ignores hindering terrain. Ignores elevated terrain. Ignores characters. Hellspawn Team Ability: This character may use regeneration once per turn as a free action, subtracting 3 from the roll instead of 2. Uncopyable. Weapons of Old: Medieval Spawn/Witchblade can use charge, flurry and blades/claws/fangs. Army of Two: Medieval Spawn/Witchblade can use blades/claws/fangs. When they do roll two dice for damage instead of one. Finesse and Force: Medieval Spawn/Witchblade can use energy shield/deflection and invulnerability.
"I think I need more than an axe for this.": Characters cannot use blades/claws/fangs against Psydrozon.
#G02 Veteran Dinosaur Neil
Team: No Affiliation
Range: 0
Points: 400
Keywords: Monster, The City, Scientist
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17
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4
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3
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3
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9
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3
6
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13
1
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12
1
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Colossal Bite: Dinosaur Neil can use blades/claws/fangs. Add 3 to any damage roll using this power.
Unstoppable Force: When Ogdru Jahad uses force blast is uses it on all adjacent characters including your own. Knockback from such a roll is doubled. Powers of Destruction: Ogdru Jahad can use quake, pulse wave, psychic blast, energy explosion and exploit weakness.
Passengers: Passengers: 4 Ram: BPRD Garbage Truck can use the Ram ability. Piloted Ability: Taking Out the Trash: BPRD Garbage Truck can pick up multiple objects and add them all to its damage bonus when using super strength.
#B100 The Crow (See Eric Draven)
Team: No Affiliation
Range: 0
7
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15
1
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Beak and Talons: The Crow can use blades/claws/fangs, but reduces the damage dealt by 3, minimum of 1.
#S100 The Good Samaritan
Team: No Affiliation
Range: 0
Points: 7
0
0
0
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Relic 4-6: Characters with The Good Samaritan on their card have a minimum range of 4 and get +2 to ranged combat damage. When a character with The Good Samaritan on its card does not have super strength, it takes one knockback after making a ranged combat attack.
#S101 Darkness
Team: No Affiliation
Range: 0
Points: 11
0
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Relic 6: Characters with Darkness on their card may use blades/claws/fangs. If the character has the mystical keyword the damage dealt by blades/claws/fangs, psychic blast, or energy explosion is increased by 1.
#S102 Shredder's Armor
Team: No Affiliation
Range: 0
Points: 14
0
0
0
0
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Relic 5-6: If a character has Shredder's Armor on their card they have toughness. If the character has the martial artist keyword they can also use blades/claws/fangs.
#001 Veteran Invincible
Team: Guardians of the Globe
Range: 0
Points: 170
Keywords: Guardians of the Globe, Teen
10
11
18
4
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Quick Strikes: Invincible can use charge and flurry.
#002 Experienced Atom Eve
Team: Guardians of the Globe
Range: 0
Points: 75
Keywords: Guardians of the Globe, Teen, Scientist
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17
2
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Atomic Particle Control: Atom Eve can use barrier as a free action and ignores the effects of all powers use against her including pulse wave. Absorbs Unused Atoms: Atom Eve's defense value is at -1 for each action token she has.
#003 Rookie Rex Splode
Team: Guardians of the Globe
Range: 6
Points: 85
Keywords: Guardians of the Globe, Teen
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Explosive Touch: After giving Rex Splode a move action you may destroy any object he moved adjacent to and have it deal 2 damage to every character on or adjacent to it.
#004 Veteran Robot
Team: Guardians of the Globe
Range: 6
Points: 90
Keywords: Guardians of the Globe, Teen, Armor, Robot
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Robotic Telepathy: Robot can use mind control with +1 to his attack, but only to target characters with the robot keyword. He may use this power against friendly characters. Genius: Robot can use perplex and outwit.
#005 Rookie Monster Girl
Team: Guardians of the Globe
Range: 0
Points: 80
Keywords: Guardians of the Globe, Teen, Brute
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Change at Will: Give Monster Girl a double power action.
#006 Experienced Dupli-Kate
Team: Guardians of the Globe
Range: 0
Points: 20
Keywords: Guardians of the Globe, Teen
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Copies: Any character on your force named Dupli-Kate may make an attack on the same target character. After each character named Dupli-Kate makes her attack, you may combine the total damage and apply it to the attacked character.
The set would hopefully contain 5 copies of Dupli-Kate.
Speed - Witchblade Entanglement: Witchblade can you Charge and Plasticity. Defense - Witchblade Defense: Witchbade can use Toughness and Energy Shield/Deflection. Damage - Regenerative Cocoon: When turning the dial, if this click is revealed due to damage taken from an opponent's attack, stop turning the dial. Witchblade can use Regeneration and Impervious. Witchblade can't be move in any way or make a move action. This power can't be countered.
#045 U Angelus
Team: Top Cow, Mystics
Range: 8
Points: 230
Keywords: Mystical, Warrior
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Trait - Light Bringer: Angelus ignores the effects of terrain and characters on movement. Trait - Angel of Angelus: Angelus begins the game with Angel of Angelus attached. While Angel of Angelus is attached, Angelus can use Duo Atack and has Battle Fury. When Angel of Angelus is KO'd, reattach him to Angelus. When Angelus is KO'd, remove Angel of Angelus from the map. Trait - FLY, ANGEL, FLY!: Give Angelus a power action and remove Angel of Angelus from Angelus and place him in adjacent square. Angel of Angelus becomes a bystander token as described on the back of this card. Defense - Angelus Regeneration: Angelus has Toughness and may use Regeneration.
1) Impervious is too much for the turtles, 1 click of invuln is more than sufficient, especially with an 18 defense.
2) Liz Sherman and Johann Krauss are way too much, while Professor Bruttenholm is way too cheap. Perplex plus barrier is cheap at 40 points, he's 50 points easy. Liz and Johann are easy to just ignore early game and then KO since you have to push to make them good. neither should be over 80 pts.
3) Ogdru Jahad is way too expensive for what he does, how short his dial is, and his lack of Multiattack, Power Cosmic, or even Mystics. At 800 pts he might be vaguely playable, but at 1600 he'd just get trounced.
Iron River Read my wife's comic or I will say mean things about your dog.
I suckered these guys into playing: Feedback Damage
Since Ogdru Jahad is basically a Cthulhu monster it Could be fun to make him as a low damage (3-4) Team Base with removable tentacles. It would certainly be different.
Iron River Read my wife's comic or I will say mean things about your dog.
I suckered these guys into playing: Feedback Damage
As odd as it sounds, giving the Turtles some kind of Impervious isn't really that terrible an idea to me, although I could totally see some kind of "shell" power that is Impervious-lite, requires a 6 to succeed and only reduces by 1. Since they're high-end martial artists too I'm sure it'll end up being combined with Combat Reflexes most of the time.
Liz Sherman needs to be a highly powerful character that gets better mid dial like has been done, but her top dial is just not something I'd use. I'd like to see special Barrier that deals Poison damage (similar to the Gas Pellets from NML) or top dial Energy Explosion (or both since the Barrier/Poison power would likely be a special defense power). Trait Poison wouldn't be too out of place either. You've got everything there, its just not quite fitting the character like I'd hope it would. I think her special pulse wave should be a double power action because she seems very weak after doing something insane like that...I almost want to say just use IH Black Bolt's special pulse wave for her because having that ability in a cheaper figure would be pretty cool.
I have to agree with the above, Ogdru Jahad is overpriced. Yeah, 25 clix is going to be expensive, but Look at Shuma, Mystics TA, free Incap potential, trait Flurry and Plasticity, and can make close attacks against characters w/in 5 squares and LoF, plus HSS at points. I played the 1000pt Shuma dial last weekend, he is nasty. I think 1000 would probably be a better cost for Ogdru Jahad unless you give him some kind of Power Cosmic type ability or Mystics, or extended reach, or something, because for 1500 I can play Master Mold at full cost and get almost twice as much health and the potential to make robot minions to do my bidding...Master Mold would almost certainly destroy this guy at that point cost.
The garbage truck is hilarious, but as far as I know only appeared in the movies...still, I'd totally use it. I think you forget the Pilot ability's prerequisite for who has to be piloting to get the bonus...I'm assuming B.P.R.D. keyword. I almost want to give it giant reach too just to be extra funny...what is the name of the mechanical piece that lifts the dumpster up and over to dump the trash in the back called? Have a trait with that name allowing Giant Reach could be pretty funny.
I though Angela (from Spawn) was the character Marvel got?
I'm guessing Prof. Bruttenholm is the old-man version from later in his career; if so, I'd say drop the Running Shot and you're fine...and make him Unique, so he doesn't get abused.
Sydney Leech is such a minor character I almost wish you had dropped him from the set for someone else like Kate Corrigan or Lobster Johnson...or even the ghost of Lobster Johnson! (I want a translucent blue Lobster Johnson figure so much you have no idea!).
Johann is such an odd character. I'd say drop the Improved Movement, but give him late dial Phasing to represent leaving the containment suit. He's also quite expensive, I understand the special ability to take over a dead character is hard to price. Maybe limit it to friendly KO'd characters and then reduce the price otherwise he's almost never going to get used. I also think giving him an ability that allows friendly adjacent characters to ignore Shape Change and hindering terrain for LoF purposes would be pretty cool, name it after the goggles from Hellboy II. He does need to be a support piece, but at that cost he needs to bring a lot to the table to be worth it. On a side note: I'd really like to see Wk do a full Hellboy movie set...Johann would have a really cool sculpt if they do it right, the containment suit and have ectoplasmic clouds around it and coming out of the suit's fingertips a bit like CW Ultron (Drones), it'd be epic!
Abe's special movement needs to be rephrased to match NML Killer Croc's special that does the same thing. I think he needs a trait that allows a boost to attack and defense while in water and the Scientist keyword then he'd be perfect (ignoring the super strength like you said).
I'm strangely disappointed with Casey Jones...I kind of want to see some kind of ability that allow him to choose from a list of powers or even dice roll to determine it...name all the roll results after sporting equipment like:
[1]Baseball bat: Casey Jones can use Close Combat Expert.
[2]Football: Casey Jones can use Incapacitate as if he had a range value of 8.
and so on depending on your preferences...although maybe this'd work better for a Sportsmaster figure...hmm...
Strange thing, I was talking with some guys at a tournament a while back and we thought it'd be pretty hilarious to give April a trait that allowed opposing characters to use the capture ability against her which would then bring her cost down significantly, but would probably also make her Unique.
Just because its Lucifer, I kind of want him to have his powers/abilities be uncounterable by characters cheaper than he is...although that may increase his cost...then again, Thanos is 300 and he has Power Cosmic and his stats are pretty close to Lucifer's here...just think about at least.
I'm not sure what it is about Kroenen that's bothering me...he's either too cheap or his dial is too long. Granted he's a powerful character, but I just don't think he should be as powerful as that...maybe drop Exploit from the first click, because there's potential there for a charge, 6dmg Blades, and Exploit and that's really nasty...or maybe start his dial with Stealth instead of Charge, they did a lot of hiding and lurking in the movie.
For Ilsa's special, you don't actually need to specifically say it works with Support, because Support just says you can modify her attack value; her special gives the +2 to the roll result, not the actual attack value...in case you wanted to save some space.
I'd say don't limit Hecate's mind control to friendlies only, the keyword requirement is fine though...maybe give her +2 when using it on friendlies though just to give an incentive for using your own figs. Also, what might be kind of interesting, make the defense on her Iron Maiden clicks 0, but the attack roll misses if its doubles...kind of the opposite of Outback Hulk.
I think Raphael needs to be able to retrieve his Sai token somehow...maybe when he uses one place the token in a square adjacent to the character he attacked (like Captain America's shield).
I think Splinter should have trait Empower and then made Unique...that would be pretty cool and very sensei-like.
Anung Un Rama is pretty sweet. I'd suggest make Battle Fury a trait so you can give him Exploit Weakness on a few clicks (that was one of my favorite parts about the BPRD pack Hellboy, he started with Exploit). The Right Hand of Doom power is so cool, I've been wanting a Hulk that does something like that for so long, I was hoping Worldbreaker would get it, but alas, no. Imagine the sculpt for him too...similar to the original demon Hellboy sculpt, but now with flames around him and coming out of his eyes and also forming the flaming crown inside the horns, it'd be amazing! Must have more Hellboy clix!
No turtle van vehicle? How about a colossal Technodrome vehicle? Too much? Imagine that though, 6x6 base, insanely slow, destroys blocking terrain when it moves through it, can carry your entire Foot Clan team, freaking epic!
Oh, greatone, I think Angelus' angel would probably work best now similar to Gentleman Ghost's vengeful spirit...unless you have a really awesome sculpt in mind where the removable angel looks amazing...which is completely possible.
Also, why hasn't anyone done Witchblade as an alter ego figure? Have the PD team Sarah that AE's into the Mystics team Witchblade, that way you don't have to have "lame" activation clicks if you just want to go in with uber-powerful already activated Withblade...it makes perfect sense to me, but I don't know nearly enough about the characters to pull it off right. Also, the Witchblade weapon as a relic could be pretty cool.
Wanna trade? Check out my H/W list -------------------------V
Thank you for all the help and attention to detail. If you guys know a guide to point costs I'd be very interested. I'm really just guessing. I was going to make the Ogdru Jahad 1,000 points but I figured he might be too much. Recently I've gone up against a few other colossals like Foom and Manhattan and I agree. It should be just as overpowered and unplayable as all the rest of them! lol
Great one, those dials are pretty sweet. The psychic blast up front was really unique. I think most people forget the ranged combat aspect of Witchblade.
llyrghmnghyll, I think the team base Cthulhu with tentacles would be fun. It would shock people for sure. lol I think Bruttenholm might be another error. I've wracked my brain and can't think of why he would even have barrier.
Admiral, I think the impervious on the first click is justified as well. Those shells have stopped knives and swords many times. I thought about the Turtles van and even the blimp, but I didn't want to take too much from the cartoon series for those people who were more fans of the comic books. I felt I was pushing it even with Krang. I added Sydney Leech mostly because I like the character, but also because I love the option of a cheap wildcard. Also he could be a decent tie up piece to distract some big brute with and object.
By the way, does anyone know if I can go back and edit those without deleting them?