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We are going to make a custom set we'll never see. Finally we will determine which is better DC or Marvel.
Spoiler (Click in box to read)
The true answer to that question is like whatever you like. No need to put down a whole company of characters, just have fun reading the characters you like.
This set will consist of 20 Commons, 20 Uncommons, 20 Rares, 10 Super Rares, and 10 Chases. I know the rarity is off from what we usually get and no primes but it works best for what I want.
Shortly all contestants will receive a PM with 3 characters names. For the first round you will choose one of those to make a dial for. This will be your COMMONS entry. You will PM me your dial by the deadline, DO NOT POST YOUR DIAL. I want voting to be blind. After the deadline has past I'll post the dials in this thread and voting will begin. Everyone will vote for their favorite Marvel dial and favorite DC dial. Failure to vote will result in a penalty. After voting ends I'll tally all votes and post them in this thread with everyone's names. I will then open a new thread for the Uncommons, leaving this thread open for people to critique and comment about the dials.
Super Rares and Chases will be a little different. You will choose one of the characters you were given and a character from the other universe and make a duo dial. The other universe character can be one that has been used in the CUR rounds but doesn't have to be.
After the contest is over the DC winner will receive an LE bm103 The Batman of Zur-En-Arrh and 6 custom action tokens of their choosing. The Marvel contestant will receive an LE dp103 Wolverine, Agent of Hydra and 6 custom action tokens of their choosing. Tokens can be found here.
To summarize:
-You will get a PM with three names choose one to make a dial for. DO NOT POST YOUR DIAL
- PM your dial submission by Saturday July 26th by GMT -5 23:59
- Prizes for the top Marvel and top DC competitor when contest ends
- Have fun!!
[SCULPT] (but with a more sculpt-worthy face. Maybe even the "WHITE NOISE CANNON ENABLED." text bubble)
DCVM#001 Rookie Cyborg
Team: Justice League
Range: 5
Points: 85
Keywords: Armor, Justice League, Robot, S.T.A.R. Labs
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Cybernetic Eye: Improved Targeting: Ignores Hindering Terrain Any System on Earth: When Cyborg hits an opponent with the "Armor" or "Robot" Keyword, place one Hack Token on his card. Remove two hack tokens to use Mind Control as a free action targeting any character with the "Armor" or "Robot" Keyword. Apokoliptian Boom Tube: Cyborg can use Phasing/Teleport.
Short-Range Boom Tube (Running Shot) Energy Discharge: Cyborg can use Force Blast and Sidestep White Noise Cannon: Cyborg can use Pulse Wave and Incapacitate. When Cyborg uses Pulse Wave, all hit characters are given an action token. If a hit character can't be given an action token, they are dealt 1 penetrating damage instead.
Energy Cannon (Energy Explosion)
Molybdenum Steel Reinforcement (Invulnerability) Promethean Skin Graft: Cyborg can use Toughness. Penetrating damage dealt to Cyborg can be reduced. Upgrades: Cyborg can use Perplex, but only to modify his own combat values.
B-Maze OS (Ranged Combat Expert)
Atlantean Defender: Namor can use Defend and the Swim ability. Whenever an opposing character hits an adjacent friendly character with an attack, Namor can use Improved Movement: Ignores Characters and modifies his combat values by +1 until he misses with an attack. Imperius Rex!: Namor can use Charge and Flurry; when he does, if the target is assigned a relic or is holding an object, you may remove it from the game before making an attack. If you do, give Namor a light object from outside of the game. Inescapable Wrath (Hypersonic Speed) Sidestep Homo-Mermanus (Super Strength) Arrogant Disregard (Impervious) Superhuman Durability (Invulnerability) Toughness Hybrid Vitality: Namor can use Regeneration. If he occupies water terrain at the beginning of your turn, he may use Regeneration as a free action. Ruler of Atlantis (Leadership) Incomparable Rage (Battle Fury)
Tactical Invisiblity: At the begining of the game place an invisible token on Invisible Womans card. While the token is on the card all lines of fire to invisible woman are blocked and adjacent friendly characters that share a keyword with her can use stealth. If invisible woman is given any action other than a move action or uses the carry ability remove the token at the begining of your next turn. If a friendly character that shares a keyword with Invisible Woman would be hit by an attack you may remove the token and roll a d6. Add that value to the friendly characters defense. If the attack would miss the new defense value it misses. If the attack was a ranged attack invisible woman can immediately use barrier as a free action. If the attack was a close combat attack invisible woman can immediately use force blast targeting the attacking character as if she was in any adjacent square to that character. At the end of any turn that invisible woman had the token removed from her card click her to click 2. Never Give Up on My Family: When this click is revealed stop turning the dial and invisible woman can use barrier twice as free actions. This power cannot be ignored.
[SCULPT]
DCVM#004 Experienced The Thing
Team: Fantastic Four
Range: 0
Keywords: Avengers, Brute, Fantastic Four, Pilot
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Movement: Hindering I aint impressed: Modify Thing's attack by +1 when attacking opposing characters over 100 points, modify his damage by +1 when attacking opposing characters over 150 pts. I'm not down for the count yet!: When turning Thing's dial as a result of damage from an attack, when this click is revealed stop turning the dial. When thing would take damage while possessing this power roll a d6, on a result of 5-6 Thing ignores all damage dealt to him. This power cannot be countered or ignored.
[SCULPT]
DCVM#005 Veteran Hawkman
Team: Justice League
Range: 5
Points: 130
Keywords: Justice League, Thanagarian, Warrior
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Dive-Bomb: Hawkman can use Charge. When he does, if he ends his movement on a lower elevation, increase his attack and damage value by +1 until the end of the turn.
Charge: Into the Fray
Flurry: Master of Archaic Weapons
Blades/Claws/Fangs: Claws of the Hawk
Precision Strike: Lives of Experience
Invulnerability: Battle Armor
Toughness: Thanagarian
Regeneration: Nth Metal Healing
Close Combat Expert: Mace Bash
Battle Fury: Savage
[SCULPT]
DCVM#006 VeteranMr. Terrific
Team: Justice Society
Range: 8
Points: 125
Keywords: Justice Society, Checkmate, Scientist, Justice League, Martial Artist
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Invisible to Technology: Characters with "Robot" or "Armor" keywords cannot draw line of fire to Mister Terrific I Didn't Feel Her "Soul" Around Me: Mister Terrific combat values cannot be modified by characters with the Mystics team ability, or characters with "Mystical" or "Deity" keywords. T-Spheres: Give Mister Terrific a power action to place a "T-Sphere" on the map. This ability may continue to be used as long as there are no more than 3 T-Spheres on the map.
Working Behind the Scenes(Stealth)
You Can Call Me Mister Terrific.. (Sidestep)
—’Cause That’s What I Am(Running Shot)
Cybernetic Tie-Down(Incapacitate)
Six Black Belt Mastery(Precision Strike)
Electrical Discharge(Pulse Wave)
Polymath(Mastermind)
Olympic Gold Medalist(Combat Reflexes) Natural Aptitude for having Natural Aptitudes: Mister Terrific may use Perplex and Enhancement. If a character within Mister Terrific line of fire can use Outwit, Probability Control, or Support, Mister Terrific may use the matching ability.
I’m Not Afraid To Die, So I’m Not Afraid Of You(Perplex)
T-Sphere
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Mister Terrific's Accessories: While T-Sphere is adjacent to Mister Terrific, Mister Terrific gains the following effects for the number of adjacent T-Spheres. Mister Terrific keeps each ability gained: 1 Sphere - Mister Terrific may use Willpower 2 Sphere - Mister Terrific may use Shape Change and Energy Shield/Deflection, 3 Spheres - Mister Terrific gains Improved Targeting: Ignores Characters, Hindering, and Blocking and. Self-Destruct: When T-Sphere is adjacent to a opposing character, Give T-Sphere a power action and remove the token from the game, and deal the opposing character 3 damage, and are knocked back three spaces.
(Movement) Great White North:Hindering, Elevated Extreme Regeneration: At the beginning of your turn, you may heal Wolverine of 1 damage if he would not make an attack that turn. Once per game, when Wolverine would be KO'd, turn his dial to his last non-KO click, instead. The Best at What I Do: Wolverine can use Sidestep, Stealth and the Colossal Stamina ability.
BERZERKER (Charge) GIVE ME MINUTE, WILL YA? (Earthbound/Neutralized)
SNIKT! (Blades/Claws/Fangs)
REINFORCED SKELETON (Toughness) FASTER THAN I LOOK (Combat Reflexes) LET'S GO, BUB! (Invincible) Healing Factor Overload: Wolverine can use Regeneration as a free action. When Wolverine is healed by this Regeneration, he has Battle Fury and modifies his combat values by +1 (except range) until the beginning of your next turn.
[SCULPT]
DCVM#008 Veteran Catwoman
Team: Batman Ally
Range: 0
Points: 85
Keywords: Batman Family, Gotham City, Martial Artist
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Expert Burglar : When Catwoman attacks an opponent with a close combat attack, roll a D6. On a result of 4-6, all relics, special tokens, or resources attached to the targeted character are removed from the game. Bullwhip: Catwoman can use Incapacitate and treats opposing characters up to 3 squares away and a clear line of fire as adjacent for close combat purposes.
[SCULPT]
DCVM#009 Experienced Green Arrow
Team: No Affiliation
Range: 8
Points: 85
Keywords: Star City, Justice League of America and Martial Artist
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Targeting : Ignores characters. May make a ranged combat attack while adjacent to an opposing character. Setting up the shot : When Green Arrow has no action tokens, he can use Ranged Combat Expert Survival Training : Green Arrow can use Sidestep and Stealth 29 arrows per minute : Green Arrow can use Precision Strike when making ranged combat attacks. Give Green Arrow a power action. He may be given two ranged combat attacks as free actions. Best Archer in the World : When Green Arrow makes a ranged combat attack, he may increase his attack value by the total number of action tokens on his targets.
[SCULPT]
DCVM#010 Veteran Hawkeye and Hawkeye
Cost: 160
Team: Avengers
Range: 8
Keywords: Animal, Avengers, Martial Artist, Young Avengers
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Pizza Dog: As you place your force on the map, you may place in your starting area an Arrow bystander token as described on the back of this card. When Hawkeye and Hawkeye are given a move action, if Hawkeye and Hawkeye occupy the same elevation as Arrow after that action resolves, you may place Arrow in an unoccupied square adjacent to Hawkeye and Hawkeye. World's Greatest Archers: Hawkeye and Hawkeye possess the Sharpshooter ability. "Boomerang Arrow. It Comes Back To You In The End.": Hawkeye and Hawkeye can use Incapacitate and Precision Strike. When they use Incapacitate and only target one opposing character within half their range value, they can use Targeting: Ignores characters, ignores elevated terrain, ignores hindering terrain. Hit characters are dealt damage equal to their printed damage value -1. Acid Arrow (Penetrating/Psychic Blast) Smoke Arrow: Hawkeye and Hawkeye can use Smoke Cloud.
Arrow
Cost: 0
Range: 0
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Bro, Get That Bro! (Charge) Man's Best Friend: When Arrow is adjacent to a friendly character named Hawkeye and Hawkeye, Arrow and Hawkeye and Hawkeye can use Combat Reflexes, and if Hawkeye and Hawkeye would be dealt damage by a ranged combat attack, you may KO Arrow to modify the damage dealt by -1.
Last edited by moonknight2099; 07/28/2014 at 16:25..
Reason: added keywords to Green Arrow
[SCULPT]
DCVM#011 Unique CAPTAIN MARVEL
Team: No Affiliation
Range: 0
Points: 150
Keywords: Mystical, Justice Society, Justice League International, Fawcett City, Marvel Family
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Movement: MIGHTIEST MORTAL : Ignores blocking terrain and destroys blocking terrain as the character moves through it. I LIKE BEING A HERO: When a character with the Marvel Family or Fawcett City keyword is KO’d, remove all action tokens from Captain Marvel. COURAGE OF ACHILLES : When Captain Marvel is not assigned a resource, if he targets an opposing character with a point value 150 points or more, assigned a resource or uses a power not printed on the target character’s card, modify Captain Marvel’s attack and damage values by +1 and he can use Precision Strike.
POWER OF... (Charge)
...ZEUS! (Hypersonic Speed)
OPPOSING THE SEVEN DEADLY SINS (Side Step)
WHERE DID THAT KID GO? (Stealth)
STRENGTH OF... (Super-Strength)
...HERCULES! (Quake)
CALL THE LIGHTNING : Captain Marvel may use Pulse-Wave and Penetrating / Psychic Blast as if he had a range value of 6. If Captain Marvel misses all targets with this attack, turn him to click number 8 after actions resolve.
STAMINA OF... (Invincible)
...ATLAS! (Impervious)
THE BIG RED CHEESE (Invulnerability)
SHAZAM!!!: Captain Marvel possesses Earthbound and can use Super-Senses and Regeneration. If Captain Marvel has two action tokens, he may use Regeneration as a free action. If he heals using regeneration, deal 2 damage to each adjacent opposing character and knock them back 2 squares. When turning the dial, if this click is revealed due to damage taken from an opponent's attack, stop turning the dial. This power can't be ignored.
SPEED OF MERCURY: When Captain Marvel is the target of a ranged combat attack, he can use Energy Shield / Deflection. When Captain Marvel makes a successful attack that causes knockback, he can immediately use Side-Step.
WISDOM OF... (Probability Control)
...SOLOMON! (Outwit)
BILLY BATSON (Shape-Change)
[SCULPT]
DCVM#012 Unique Iron Man
Team: No Affiliation
Range: 7
Points: 175
Keywords: Armor, Avengers, Celebrity, Guardians of the Galaxy, Scientist
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P.E.P.P.E.R: When making a range combat attack, Iron Man modifies his attack value +1 and may use Probability Control to reroll the attack. Stark Omniversal Multitasking Software: Give Iron Man a power action and other friendly characters named Iron Man can take a move action as a free action. Psi-Shields: Iron Man can use Energy Shield/Deflection when targeted by Penetrating/Psychic Blast or Mind Control.
█ WRIST MOUNTED EXPLOSIVE LAUNCHER (Energy Explosion) Uni-Beam: Iron Man can use ⦿ OO, Force Blast, and Penetrating/Psychic Blast. Knock back from this attack can not be ignored.
█ CLASS 100 STRENGTH (Super Strength)
█ INVINCIBLE IRON MAN (Invincible)
█ COMPOSITE CONSTRUCTION (Invulnerability)
█ SHELL HEAD (Toughness)
█ SYSTEM REBOOT (Regeneration)
Optic Blasts: Cyclops can use Penetrating/Psychic Blast and Precision Strike. When he uses this power, he has Improved Targeting: Ignores Blocking Terrain. When a ranged combat attack resolves, any blocking terrain along its line of fire to the target is destroyed; May make a ranged combat attack when adjacent to an opposing character.
Strike From The Storm: ⦿ █ Have At Thee!: Thor can use Charge and Running Shot. Mighty Swing: Thor can use Precision Strike and Quake. I Shall Not Fall Today: Thor can use Super Senses and Regeneration. When this click is revealed, stop turning the dial. Once per game, when Thor uses Regeneration, choose one: Thor can use Flurry for the rest of game, or increase the amount healed by 1 for every friendly character that began the game on the map. This power can't be countered or ignored. Mjolnir's Might: Thor can use Defend and Leadership. Thor can use Close Combat Expert as a close combat action
[SCULPT]
DCVM#015 Veteran Batman
Team: Batman Ally
Range: 6
Points: 159
Keywords: Batman Family, Batman Inc, Detective, Martial Artist
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Evil has no place to hide: 웃 █ , █ , ● ; ⦿ █
Batman Incorporated: Friendly characters with the Batman Family keyword also possess the Batman Inc keyword, and may be assigned the Batman Inc ATA at no cost. Planet Gotham : When a friendly character with the Batman Inc keyword occupies hindering terrain and is given a non-free action, that action does not count towards your action total.
You're next: Batman can use Shape Change, Sidestep, and Smoke Cloud. If Batman occupies hindering terrain while using Sidestep, he treats all squares within that area as adjacent for movement purposes. FIND AN OPENING (Running Shot) GIVE UP WHILE YOU STILL CAN (Charge)
Fighting crime on a global scale: Batman can use Outwit and Perplex. If he has no action tokens, he may count range for these powers from the square of any friendly character that shares a non-generic keyword with him.
BULLETS WON'T STOP ME (Toughness) YOU DON'T GET IT, DO YOU? (Combat Reflexes)
YOU'RE FINISHED (Exploit Weakness) Let's get some blood in those eyes: Batman can use Precision Strike and Incapacitate. Opposing characters modify their defense values by -1 for each action token they have when targeted by Batman's attack.
REAL NAME: Bruce Wayne
SIGNIFICANT APPEARANCE: Batman: The Return #1 (2010)
[SCULPT]
DCVM#016 Unique The Incredible Hulk
Team: No Affiliation
Range: 0
Points: 100/200/300
Keywords: Avengers, Brute, Defenders, Monster
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Movement: Ignores Hindering, Elevated, Characters: If The Increcible Hulk costs 100 points he is KO'd when he crosses the yellow line. If The Increbible Hulk costs 200 points, he is KO'd when he crosses the blue line. If the Incredible Hulk costs 300 points he is KO'd when he crosses the red line.: The Incredible Hulk can use Leap/Climb and Quake. After The Incredible Hulk uses Leap/Climb he can use Quake as a free action with a locked Damage of 3: Hulk Smash - Charge You Wanted Hulk, You Got Hulk - The Incredible Hulk can use Charge and Flurry: Hulk Strongest There Is - Super Strength The Madder Hulk Get, The Stronger Hulk Get - The Increible Hulk can use Super Strength. Give The Incredible Hulk a move action; after actions resolve, give him a standard light odject from outside the game. : Puny Humans - Toughness Hulk Stronger Than Banner - Invulnerability Puny Weapons Can't Hurt Hulk - Impervious Hulk Must Live! - The Incredible Hulk can use Impervious and Regeneration. When The Incredible Hulk has 2 action tokens he can use Regeneration as a free action, but subtracts 3 from the die roll, minimum result 1: Don't Make Me Angry - Battle Fury Hulk Angriest There Is - The Incredible Hulk can use Battle Fury, The Increible Hulk's powers can't be countered:
[SCULPT]
DCVM#017 Unique Cheetah (Barbara Ann Minerva)
Team: No Affiliation
Range: 0
Points: 90
Keywords: Injustice League, Secret Six, mystical
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Movement: Hindering
As you place your force on the map, you may place in your starting area up to three cheetah bystander tokens as described on the back of this card.
Training from Zoom
Rivalry with Wonder Woman
Cheetah can use Blades/Claws/Fangs. Cheetah can be given a close combat action as a free action instead of a close combat attack while using Hypersonic Speed.
Cheetah claws
Cheetah agility
Enhanced Coordination
Changing to Cheetah form
Toe to toe with Wonder Woman
Upgrades and Improvements: At the beginning of your turn, roll 1d6. On the result of 1 or 2 Ultron can choose either Improved Movement: Ignores Hindering or Improved targeting: Ignores Hindering, On a result of 3-4, Ultron can use Improved Movement: Ignores and destroyed blocking or Improved targeting: Ignores and destroyed blocking. On a result of 5 - 6, Ultron can use Improved Movement: Ignores Characters or Improved targeting: Ignores Characters Replace you with a better version: Ultron can use the capture ability. If he is able to release a captive in your starting area, the opposing character becomes friendly and you may immediately give Ultron a free action to use support targeting the released character. Encephalo-ray: Ultron can use Mind Control. When you successfully hit with mind control, have your opponent choose one: Give the hit character an action token, or place a mesmerize token on the characters card. Once per turn, if a character has a higher click number than the amount of mesmerize tokens, you may use Mind Control against that figure as a free action, regardless of line of fire and range as if you have already rolled a successful attack against that character.
Last edited by moonknight2099; 07/27/2014 at 16:02..
Reason: update
Maybe the chases could be Amalgam characters? Just a thought.
I had thought about that but I was worried many people might not be familiar with them. I could give people a choice, if they want to make a duo or a Amalgam character. If that sounds good to everyone let me know.
As far as chases and SR goes for the last round everyone will PM like normal and I'll make half SRs and half chases. So you wont know if the dial you're making will be a chase or SR.
No any is fine. I would like you to include a link to what you want your characters sculpt to look like. And include names for all your powers.
Quote : Originally Posted by Batarang96
So do the DC dials have to be straight up New 52 Earth 1?
Or is Elseworlds and such OK?
I would prefer it be a standard continuity version. Keep in mind the names you received are unique, no one else will be able to make those characters except for duos for the last round.
Let me put it like this:
A new set is coming out that contains the most iconic characters from the Marvel and DC universes. I would expect this version, or this version. I think most people would be disappointed if it was this version.
Sure the Fallen would be awesome but this was supposed to be iconic versions of characters. I hope this clears things up.
Things are moving along great. I have received 13 of the 20 entries. I hope everything is going well for those of you yet to send.
Also a few of you didn't send me a picture to use as your sculpt. That is fine bit to let you know, if I did not get a picture from you I chose one for you.