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If you haven't guessed from my Shovel Knight set, I'm a bit of a Nintendo kid. I got the NES back in either 1987 or 1988, and one of the first games I ever got for it was this simple yet complex yet highly difficult game called "Mega Man". You may have heard of it.
By now, we all know the basic format of a Mega Man game. Six, or eight deadly Robot Masters are running amok, threatening to destroy human society as we know it, and it's up to Mega Man to save the day by running, jumping, shooting, and adding to his weapon arsenal. The game may try to fake you out with a decoy mastermind, but it's always Dr. Wily's fault. Always.
This set will focus solely on classic Mega Man characters, mostly those from the games, but also including a few created for the short-lived Archie Comics series, which was pretty dang fantastic overall. I may get around to Mega Man X or Mega Man Battle Network later on, but for starters, let's just stick to the classic.
Unlike with Disney Infinity, I don't plan on doing a set list with this one, so it'll be a bit more free-form like Homestar Runner and Shovel Knight were.
To start things off, I'm going to give you the Team Abilities I've invented for this set.
Mega Man - When a character with this team ability occupies your starting area, it may use Phasing/Teleport with a speed value of 12.
The Mega Man team ability is meant to represent Mega Man teleporting out into the stage he chose at the beginning of the level. This gives characters with this team ability a great head start in early-game positioning.
Light Labs - Characters with this team ability may use Perplex. They can use it normally, or they can use it as a Power Action to modify any value except damage on a character with the Robot keyword by + or - 2.
This team ability is for the various support characters like Dr. Light, Roll, Auto, or Rush, characters who aren't always out in the field with Mega Man, but provide him with crucial help in his missions.
Robot Masters - Characters with this team ability ignore one click of damage when hit by attacks.
This is supposed to represent the tendency for Robot Masters to be tough to damage except by the weapon they are weak to. Inherently ignoring one click of damage allows them to also have damage reducers, which some will have.
Dr. Wily - Characters with this team ability can use Mastermind. Damage transferred to characters with the Robot keyword is reduced by 1 in addition to all other game effects. Damage may be transferred to characters with the Robot Masters team ability regardless of point value.
This team ability is reserved for the mad doctors and fake mad doctors of the game, so not only will Wily himself get it (naturally), but so will Dr. Cossack, Dark Man Proto Man, and maybe some others.
EDIT: Upon advice by Squabbler, I have opted to implement a "type" system into the Robot Masters' attacks so there's a more varied option for approaching weaknesses, making it a bit more difficult for Robot Masters players to get around their weaknesses.
Each Robot Master's special weapon will be assigned a type, and each Robot Master's "Weak to..." Trait will be assigned a type they are weak against. Here are the types so far with a few examples included. I may adjust as needed.
SLICE: Rolling Cutter, Metal Blade, Shadow Blade
BURN: Fire Storm, Atomic Fire, Gemini Laser
BREAK: Super Arm, Top Spin, Charge Kick
FREEZE: Ice Slasher, Time Stopper, Centaur Flash
BURST: Hyper Bomb, Crash Bomb, Drill Bomb
SHIELD: Leaf Shield, Skull Barrier, Plant Barrier
ELECTRIC: Thunder Beam, Spark Shock
HYDRO: Bubble Lead, Water Wave
AERO: Air Shooter, Gyro Attack, Wind Storm
STRIKE: Search Snake, Ring Boomerang, Dive Missile
The Set So Far:
Mega Man
Mega Man
Cut Man
Guts Man
Elec Man
Bomb Man
Ice Man
Fire Man
Dr. Light
Dr. Wily
Roll
Yellow Devil
Mega Man 2
Metal Man
Quick Man
Wood Man
Air Man
Crash Man
Bubble Man
Heat Man
Flash Man - better late than never!
Mega Man 3
Rush
Proto Man
Top Man
Shadow Man
Spark Man
Magnet Man
Hard Man
Snake Man
Gemini Man
Needle Man
Doc Robot
Mega Man 4
Toad Man
Bright Man
Pharaoh Man
Ring Man
Dust Man
Skull Man
Dive Man
Drill Man
Dr. Cossack
Kalinka
Eddie
Mega Man 5
Charge Man
Wave Man
Star Man
Gravity Man
Gyro Man
Crystal Man
Napalm Man
Stone Man
Proto Man (Prime)
Dark Man
Beat
Mega Man 6
Mega Man (Jet Mode)
Mega Man (Power Mode)
Wind Man
Flame Man
Blizzard Man
Plant Man
Tomahawk Man
Yamato Man
Knight Man
Centaur Man
Mr. X
Mega Man 7
Auto
Bass
Burst Man
Cloud Man
Junk Man
Freeze Man
Slash Man
Spring Man
Shade Man
Turbo Man
Treble
Mega Man 8
Tengu Man
Clown Man
Grenade Man
Frost Man
Duo
Astro Man
Aqua Man
Sword Man
Search Man
Mega Man 9
Splash Woman
Concrete Man
Galaxy Man
Jewel Man
Plug Man
Tornado Man
Magma Man
Hornet Man
Fake Man
Mega Man 10
Sheep Man
Pump Man
Solar Man
Chill Man
Nitro Man
Commando Man
Blade Man
Strike Man
Mega Man 11
Mega Man
Block Man
Fuse Man
Tundra Man
Torch Man
Acid Man
Blast Man
Bounce Man
Impact Man
Archie Comics
Quake Woman
Dr. Lalinde
Vesper Woman
Emerald Spears Soldier
Xander Payne
Time Man
Oil Man
Agent Stern
Agent Krantz
Mega Man
Real Name: Rock
Team: Mega Man
Range: 6
Points: 85
Keywords: Armor, Robot, Soldier, Light Labs
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Get Equipped With...: When Mega Man KOs a character, choose one Attack Power that character possesses. Mega Man can use that power for the rest of the game. If the KO'd character has either the Robot Master Keyword or Team Ability, Mega Man must use that character's Special Power. Vehicles, Generics and Bystanders do not activate this Trait. At the beginning of your turn, you must declare which copied power you are using if you want to use one. The Blue Bomber: Mega Man can use Sidestep and when he has no action tokens, Ranged Combat Expert.
The first dial has to be Mega Man himself, and he might give you a hint as to how I'm planning on designing the Robot Masters themselves. This is our basic Mega Man. He runs, he jumps, he shoots. I considered giving him Improved Targeting: Ignores Blocking Terrain, but while that is game accurate, it felt a bit too broken for Heroclix purposes, so I left it out. Maybe a higher-point version, but I wanted this one to be team-build friendly.
Key to Mega Man here is his trait, and that, I feel, will make playing him very fun. It'll also make him a target, naturally, but with Mega Man, the possibilities are endless. KOing enemies will grant you access to an attack power they have, but keep it mind that if you are KOing a Robot Master, your choice in that matter goes away. If you KO Cutman, you are going to get Rolling Cutter and that is that. But if you KO a character with a selection of powers in his or her attack track, you get your pick. Mega Man is a character you'll want to be aggressive with, and rack up as many KOs as possible to give you as many options as possible.
Last edited by No-Name; 07/11/2018 at 12:40..
ASK ME ONCE I’LL ANSWER TWICE JUST WHAT I KNOW I’LL TELL BECAUSE I WANNA!
SOUND DEVICE AND LOTS OF ICE I'LL SPELL MY NAME OUT LOUD BECAUSE I WANNA!
Cut Man
Team: No Affiliation
Range: 4
Points: 50
Keywords: Robot, Light Labs, Robot Masters
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Wily Stole the Robot Masters! : If Cut Man is on a team with Dr. Wily, he has the Robot Masters team ability. If Cut Man is on a team with Dr. Light, he has the Mega Man team ability. Weak to Super Arm: When Cut Man takes damage from an attack in which the attacker used a Special Power called "Super Arm", he takes 1 additional click of damage. "BREAK" ignores the Robot Masters team ability. Rolling Cutter: SLICE: Cut Man can use Blades/Claws/Fangs. He may use Blades/Claws/Fangs to replace his damage on Ranged Attacks as well as Close Attacks.
Cutman is the first of our Robot Masters to show up. I opted to bring him in first not only because he's usually the Robot Master you fought first in the original Mega Man, but he's simple and straightforward enough to easily demonstrate how Mega Man's trait works.
Rolling Cutter is an all-purpose Blades/Claws/Fangs. It'll work in close combat as well as ranged combat, so Cutman can be deadly up close or at a range. But he's fragile. It won't take all too much to take him down. If Mega Man manages to take out Cutman, he gets to use that Rolling Cutter power for himself.
As the original six Robot Masters were Dr. Light's creations corrupted by Dr. Wily, Cutman and his compatriots have no inherent team ability. It depends entirely on which Doctor you play them with. But they have to have a Doctor's support to get a team ability.
Cutman also demonstrates another key aspect of the Mega Man franchise - boss weaknesses. Each boss was critically weak to another boss's weapon, and in a pretty fun little nod to rock/paper/scissor, Cutman was weak to having giant rocks thrown at him. If attacked by either Gutsman or Mega Man wielding the Super Arm, Cutman takes additional damage.
Guts Man
Real Name: Guts Man
Team: No Affiliation
Range: 0
Points: 70
Keywords: Brute, Robot, Light Labs, Robot Masters
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Wily Stole the Robot Masters! : If Guts Man is on a team with Dr. Wily, he has the Robot Masters team ability. If Guts Man is on a team with Dr. Light, he has the Mega Man team ability. Weak to Hyper Bomb: When Guts Man takes damage from an attack in which the attacker used a Special Power called "Hyper Bomb", he takes 1 additional click of damage. "BURST" ignores the Robot Masters team ability. Heaviest Robot Master: When Guts Man moves two or more squares as part of a Move Action, he may use Incapacitate targeting all characters within four squares as a Free Action. Super Arm: BREAK: Guts Man can use Super Strength. Give Gutsman a Free Action to give him a Heavy Object from outside the game.
And here we have our Super Arm user, Gutsman! Gutsman is loaded down with Traits, but really only one is unique to him. If you remember, fighting him was a bit of a pain because you had to constantly be hopping in order to prevent his heavy landings from knocking you on your butt, leaving you vulnerable to getting crushed. Here, if he moves at least two squares, he has the chance to Incapacitate in a circle around him.
That trait makes the choice of which team to play him on a bit more of a choice to be made than with Cutman. With Cutman, he's helped out more readily by the Robot Masters team ability than by the Mega Man team ability, but Gutsman could potentially slow down a cluster of enemies right off the bat. Of course, Robot Masters will do him plenty of good, joining up with his damage reducers to keep him alive for a long time.
Super Arm I realize can be very scary. A Super Strength user who can generate his own Heavy Objects is going to be a big threat, but he's limited by his lack of mobility. Better have those Hyper Bombs ready!
Last edited by No-Name; 07/30/2018 at 16:17..
ASK ME ONCE I’LL ANSWER TWICE JUST WHAT I KNOW I’LL TELL BECAUSE I WANNA!
SOUND DEVICE AND LOTS OF ICE I'LL SPELL MY NAME OUT LOUD BECAUSE I WANNA!
Get Equipped With...: When Mega Man KOs a character, choose one Attack Power that character possesses. Mega Man can use that power for the rest of the game. If the KO'd character has either the Robot Master Keyword or Team Ability, Mega Man must use that character's Special Power.
I feel like for the sake of balance and character accuracy this trait should be reworded to exclude bystanders and opposing characters 25 points or less. Cause it's not like Mega Man got a new power for every hard hat wearing robot he blasted.
Are you planning on diving into the excellent Mega Man comics Archie was producing? Oil Man and Time Man could make for some interesting dials.
Get Equipped With...: When Mega Man KOs a character, choose one Attack Power that character possesses. Mega Man can use that power for the rest of the game. If the KO'd character has either the Robot Master Keyword or Team Ability, Mega Man must use that character's Special Power. Vehicles, Generics and Bystanders do not activate this Trait
I wish he could some how get other powers too instead of just attack power.Like some of my favorites were Leaf Sheild And Flash Stopper from Megaman 2 but I guess they could just be the Master robot special powers so he could get them that way.
2018 Summer WKO Games & Stuff Champ
2017 & 2018 Fall WKO Games & Stuff Champ
2nd Place 3-1 2014 CIYS RedCap's Corner
Elec Man
Real Name: Elec Man
Team: No Affiliation
Range: 5
Points: 50
Keywords: Robot, Light Labs, Robot Masters
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Wily Stole the Robot Masters! : If Elec Man is on a team with Dr. Wily, he has the Robot Masters team ability. If Elec Man is on a team with Dr. Light, he has the Mega Man team ability. Weak to Rolling Cutter: When Elec Man takes damage from an attack in which the attacker used a Special Power called "Rolling Cutter", he takes 1 additional click of damage. "SLICE" ignores the Robot Masters team ability. Thunder Beam: ELECTRIC: When Elec Man makes a Ranged Attack, he can use up to . Targets hit by Thunder Beam take a minimum of 1 damage.
Elecman is a budget blaster, a bit fragile, but capable of doing some decent damage. I opted to roll the extra bolts into his attack power so it can be used correctly if Mega Man defeats him. So with Elecman, you have some nice ranged attack options. Do you put all your bolts in one bucket and go for a single-target ranged shot, or do you spread the love, pinging multiple targets for at least one damage each?
Much like Cutman, he'll probably benefit more from the Robot Masters team ability than the Mega Man team ability, but there is something to be said for being able to easily get your glass cannon into some hindering terrain from the starting area and snipe away at incoming targets.
Bomb Man
Real Name: Bomb Man
Team: No Affiliation
Range: 5
Points: 50
Keywords: Brute, Robot, Light Labs, Robot Masters
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Wily Stole the Robot Masters! : If Bomb Man is on a team with Dr. Wily, he has the Robot Masters team ability. If Bomb Man is on a team with Dr. Light, he has the Mega Man team ability. Weak to Fire Storm: When Bomb Man takes damage from an attack in which the attacker used a Special Power called "Fire Storm", he takes 1 additional click of damage. "BURN" ignores the Robot Masters team ability. Hyper Bomb: BURST: When Bomb Man makes a ranged attack, opposing characters adjacent to the target take damage equal to -1 from the attack's damage value.
If you didn't pick Cutman as your first opponent in Mega Man, you picked Bombman. His pattern was fairly simple, and you weren't dependent on his weakness to take him out.
Hyper Bomb is a bit more potent than Energy Explosion, and is capable of doing some scary damage to clusters. Bombman may need some help getting into position to do some real damage, but once he's in, things are blowing up.
Last edited by No-Name; 08/09/2018 at 11:45..
ASK ME ONCE I’LL ANSWER TWICE JUST WHAT I KNOW I’LL TELL BECAUSE I WANNA!
SOUND DEVICE AND LOTS OF ICE I'LL SPELL MY NAME OUT LOUD BECAUSE I WANNA!
I am not very familiar with these characters (I have only played mega-man in super smash bros.) But these are some great designs.
I would love to have Mega-Man KO someone just so I can shout their special powers as I use it. The ultimate form of victory is to kill the enemy team using only the enemy team's powers.
Thanks! I've long held a lot of love for Mega Man (seriously, he is very prominently featured in a few places in my house), so I knew that I wanted to tackle a Mega Man set at some point, and now felt like the right time.
If you're interested in trying the game out, you can't get much better these days than the Legacy Collection. There was an Anniversary Collection a few console generations ago, but that was plagued with some weird translation issues that made the games play differently from their original versions, and not in a good way. Legacy made sure to keep everything intact, and it's a far more pure Mega Man experience.
ASK ME ONCE I’LL ANSWER TWICE JUST WHAT I KNOW I’LL TELL BECAUSE I WANNA!
SOUND DEVICE AND LOTS OF ICE I'LL SPELL MY NAME OUT LOUD BECAUSE I WANNA!