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A lot of hype buzzing around the upcoming TMNT set. Personally I'm not that interested. Might pick a few off the secondary market if the price is right. What would slaughter my wallet however would be a Masters of The Universe set, and since I'm between jobs I figure I'd whack up a set. And I'll do some dials later on. I'm also very anti SR Prime. Chase in every brick dammit!
Commons
001a He-Man (AE startline)
001b Prince Adam (Prime/AE)
002 Skeletor
003 Evil Lyn
004 Hordak
005 Horde Trooper
006 Man-At-Arms
007 King Hiss
008 Grizzlor
009 Stratos
010 Beast Man
011 Fisto
012 Moss Man
013 Mer-Man
014 Eternian Palace Guard
015 Leech
016 Clawful
Uncommon
017 Meckaneck
018 Rattlor
019 Mantenna
020 King Randor
021 Tri-Kolps
022a Orko
022b Shadow Weaver (Prime)
023 Two Bad
024 Tung Lasher
025 Queen Marlena
026 Dragstor
027 Rokkon
028 Jitsu
029 Snake Face
Magic Robe : Orko can use Shape Change when targeted with a Close Combat Attack and succeeds on a 4-6. Helpful-ish: Orko can't use the carry ability. When Orko targets a friendly character using Support his attack value is locked at 11. Chaotic Chaos: Orko can use Probability Control. When he does roll 1 D6. On a 1 or 2 deal the target 1 unavoidable damage.
#041 Veteran Trap Jaw
Real Name: Kronis
Team: Batman Ally
Range: 6
Points: 125
Keywords: Evil Warriors, Monster, Soldier
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Jaw of Steel: Trap Jaw can use Blades/Claws/Fangs, when he does damage dealt is penetrating. Multipurpose Mech-Arm: Trap Jaw can use Psychic/Penetrating Blast, Energy Explosion and Leap/Climb
I'm not usually into fan-made expansion lists or even custom dials, but I gotta make an exception for MotU. Nice initial setlist.
Also want to comment on Orko:
Quote : Originally Posted by Dribs
Chaotic Chaos: Orko can use Probability Control. When he does roll 1 D6. On a 1 or 2 deal the target 1 unavoidable damage.
Neat power, very Orko-ish. Though I'm a stickler for consistent language so I took a crack at rewording your power. Your intent is very clear but I thought it needed a small facelift to fall in line with other powers.
Quote
Orko can use Probability Control. When he does, roll 1 D6. On a result of 1 or 2, the character for which the original roll was made is immediately dealt 1 unavoidable damage.
Depending on how you want it to work, you could change the last phrasing to "is dealt 1 unavoidable damage after actions resolve."
It will matter for things like Flurry. From your original wording it sounds like you want it to be immediate, though it should be clarified either way. Looking forward to more MotU!
Quote : Originally Posted by normalview
For home games, you can scream "PUMPKIN BOMB!!!" and flip the table if you wish.
Thanks for that, glad you like it. Was going for "immediately dealt 1 unavoidable damage" rather than "after actions resolve." I'll try to make some interesting TAs for the factions later on.
While researching this guy I found a FB page titled 'Bring Your Man-E-Faces to Work' Day. The fandom is clearly strong enough to make this set work.
#051 Veteran Man-E-Faces
Real Name: Perkaedo
Team: No Affiliation
Range: 6
Points: 150
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Man, Monster and Machine: Give Man-E-Faces a free action and choose one to last until he chooses again: He can use Running Shot and Outwit. He can use Charge and Flurry. He can use Hypersonic Speed.
#036 Experienced Stinkor
Real Name: Odiphus
Team: No Affiliation
Range: 5
Points: 70
Keywords: Evil Warriors, Animal
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Sinister Stench: Stinkor can use Poison. Characters who end their movement adjacent to Stinkor are dealt 1 damage.