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chrisgo316
02/27/2010, 19:17
First, I just want to say that I have always been a fan of The Hulk so this is the Hulk that I have always dreamed of. This is the Hulk that can take ALL of the Avengers on and still have energy to burn. Please be kind with your reviews ;)


The Hulk Unique
Range: 0~
Team: Masters of Evil Points: 650
m-normala-normald-normalg-normal
1010173101118411111841112194121319512142061113196111318510121841011173910173 KOKOKOKO
View dial at the Dial Maker (http://www.urlmaker.com/robert/heroclix/customs_view.cfm?figs=56156)


Trait - Hulk strongest there is!!!: Hulk can use Invulnerability and Leap/Climb. After an action resolves in which Hulk used Leap/Climb, he can be given a close combat action as a free action.

Trait - You'll only make him mad.: Hulk can use Battle Fury, Regeneration and Super Strength.

Trait - Hulk does not take pushing damage.



Speed - Hulk SMASH!!!: Hulk can use Charge with Flurry.


Attack - The madder Hulk gets, the stronger Hulk gets.: Hulk can use Quake. When Hulk uses Quake, he deals penetrating damage. When Hulk uses Super Strength, he can carry two objects at the same time if they are both standard objects; he can use both objects in an attack.


Defense - You can't hurt the Hulk.: When Hulk uses Regeneration, he can use it as a free action and subtract 1 from the result, instead of 2, with a minimum result of 1. Characters targeting The Hulk that are more then 6 squares away receive a -1 to their damage value for the duration of the attack.


Damage - I see you Strange man!: Hulk can use Close Combat Expert. Characters using the Mystics team ability or possessing the Mystical keyword that target Hulk modify their attack values by -1.

exodus147
02/27/2010, 23:30
If he has Invulnerable as a trait I'd dump the Impervious for Super Senses, as SS can evade an Exploit Weakness or Psychic Blast, and Imp does not. Also Regen on the first 2 clix is kinda pointless.

A 350 point Hulk would be fun.

Rurouni KJS
02/28/2010, 00:22
This dial has some issues, language-wise.

First, I just want to say that I have always been a fan of The Hulk so this is the Hulk that I have always dreamed of. This is the Hulk that can take ALL of the Avengers on and still have energy to burn. Please be kind with your reviews ;)

Unique The Hulk
Team: None
Range: None :bolt:
Points: 350
Keywords: Brute, Monster
m-normala-normald-indomitableg-giant81016381016491117410121841013195914206913196913185812174811163810163KOKOKOKO
Trait - Hulk strongest there is!!!: Hulk has Leap/Climb and Invulnerability
Trait - You'll only make him mad.: Hulk has Super Strength, Regeneration, and Battle Fury

"Has" isn't the right game term. It's either "can use" or "possesses." Note that if the trait allows him to possess these powers, they can then be countered.

Speed - Hulk SMASH!!!: Hulk can use flurry with charge together in the same round or use them separately.

This doesn't make sense. Flurry always works with Charge. Unless you're saying that Hulk gets to Flurry and then Charge, which is two non-free actions in a turn and way against the rules.

Attack - The madder Hulk gets, the stronger Hulk gets.: Hulk can pick up 2 items and use both in the same round or the Hulk can also use quake with a damage of 2 that is piercing.


You should probably just use a variation of Hercules' SP's wording: "Hulk can carry two objects at the same time if they are both standard objects; he can use only one object per attack." The 2nd option also isn't properly written. Quake is 2 damage anyway, so your text is redundant. It should read something like "Hulk can use Quake; when he uses it, the damage is penetrating."

Defense - You can't hurt the Hulk.: The Hulk has Regeneration as a free action. The Hulk gets a +1 to his regeneration roll but can only obtain a max of 6 clix regenerated.

Again, your text is half-covered by the standard PAC rules. He can never regen more than 5 clicks, EVER. Here's a suggested rewrite: "When Hulk uses Regeneration, he can use it as a free action and only subtracts one from the die roll."

Damage - I can see you Dr. Strange.: Characters that have the Mystical team ability and/or keyword have a -1 to attack the Hulk. Hulk also has close combat expert with this SP.

Rewrite: "Hulk sees you, Strange man!: Characters with the Mystics team ability or the Mystical keyword targeting Hulk modify their attack values -1 against Hulk."

chrisgo316
02/28/2010, 10:19
Thanks Exodus and Rurouni for the great advice.

klaw1
02/28/2010, 11:33
That character thee would make a heck of a mod project as a colossal. or a high pointed giant. make it as the rampaging hulk (or something like that ) I remember those comics of the avengers trying to stop hulk from demolishing cities before.

great idea

Overthrower
03/01/2010, 02:40
That character thee would make a heck of a mod project as a colossal. or a high pointed giant. make it as the rampaging hulk (or something like that ) I remember those comics of the avengers trying to stop hulk from demolishing cities before.

great idea

Yea, I would love this as a scenario, but instead of a colossal, since Hulk isn't that big, if maybe we can collaborate and come up with scenario rules for builds against him, total points for multi-player games to fight him.

Maybe something like, using the dial written above,place 4 counters on Hulks card, when he is defeated the player with the final blow gets a counter, when the Hulk is defeated place him back to the starting area with one click away from his start line for each token removed from his card. When the last token is removed, remove Hulk from the game. The player with the most tokens wins the game.

And then use scenario rules for controlling the Hulk like they use with colossal figures.

Bump up his defense a little bit, maybe add in a damage penalty to range attacks if they are over "X" squares away, say 8 and/or increase his movement a little bit, make him 600 points and call it a day!

I hope some of you really experienced Clixers will jump on board and help flesh this out, I'm eager to print a dial for one of the many lame Hulks I have lying around!
I'm gonna bring this up to my local venue and see what they think about it, we need more "out of the box" events there anyways.

klaw1
03/01/2010, 15:58
600 points would be a nice round number that's a great idea.

adamkomar
03/01/2010, 16:59
I plugged the dial into a dial generator and came up with 624 points. I know dial generators aren't perfect, but they get pretty close. His point value should be closer to that than 350.

Also, I'd like to get the wording to be game friendly:

Trait - Hulk Strongest There Is: Hulk can use Invulnerability and Leap/Climb. After an action resolves in which Hulk used Leap/Climb, he can be given a close combat action as a free action.

Trait - You'll Only Make Him Mad: Hulk can use Battle Fury, Regeneration and Super Strength.

Speed - Hulk SMASH!!!: Hulk can use Charge and Flurry.

Attack - The Madder Hulk Gets, The Stronger Hulk Gets: Hulk can use Quake. When Hulk uses Quake, he deals penetrating damage. When Hulk uses Super Strength, he can carry two objects at the same time if they are both standard objects; he can use both objects in an attack.

Defense - You Can't Hurt The Hulk: When Hulk uses Regeneration, he can use it as a free action and subtract 1 from the result, instead of 2, minimum result 1.

Damage - I See You, Strange Man: Hulk can use Close Combat Expert. Characters using the Mystics team ability or possessing the Mystical keyword that target Hulk modify their attack values by -1.

All that is assuming that's how you intended those effects to work.

He would definitely be a chore to take on.

Sate
03/01/2010, 18:13
Your Hulk can regenerate from the last click to the first as a free action. Starro can do that but costs 600 points. Maybe you want to cut down on the regeneration special power? Or not, whatever.

Also, I always disagree with Hulk having Flurry. Quicksilver has Flurry because he's so fast. Captain America has flurry because he is a master of melee combat techniques. Barry Allan has Charge with Flurry because he's the fastest one there is. Nothing about HULK SMASH makes me think either master of melee combat techniques or supersonic speed. But again, that's just me and you can disregard or, more likely, badmouth my opinion. :classic:

chrisgo316
03/01/2010, 20:36
Thanks for the advice. You will see that I made some changes to him up above :) What dial generator did you use to come up with those points? I would like to see that so I can check out what some of my other stuff should be valued at and so that I can use the generator to make my pieces more game precise.




I plugged the dial into a dial generator and came up with 624 points. I know dial generators aren't perfect, but they get pretty close. His point value should be closer to that than 350.

Also, I'd like to get the wording to be game friendly:

Trait - Hulk Strongest There Is: Hulk can use Invulnerability and Leap/Climb. After an action resolves in which Hulk used Leap/Climb, he can be given a close combat action as a free action.

Trait - You'll Only Make Him Mad: Hulk can use Battle Fury, Regeneration and Super Strength.

Speed - Hulk SMASH!!!: Hulk can use Charge and Flurry.

Attack - The Madder Hulk Gets, The Stronger Hulk Gets: Hulk can use Quake. When Hulk uses Quake, he deals penetrating damage. When Hulk uses Super Strength, he can carry two objects at the same time if they are both standard objects; he can use both objects in an attack.

Defense - You Can't Hurt The Hulk: When Hulk uses Regeneration, he can use it as a free action and subtract 1 from the result, instead of 2, minimum result 1.

Damage - I See You, Strange Man: Hulk can use Close Combat Expert. Characters using the Mystics team ability or possessing the Mystical keyword that target Hulk modify their attack values by -1.

All that is assuming that's how you intended those effects to work.

He would definitely be a chore to take on.

chrisgo316
03/01/2010, 20:56
Thanks for the advice. I actually almost got rid of the Flurry because of what you said, but I did some extra research and The Hulk has matched Thor (The Incredible Hulk vol 2 #440) and The Sentry (World War Hulk #5) when it comes to speed, it is just not what he is most known for.

He does only have the Regeneration as a free action for 5 clix though (as if that isn't enough). ;)

I believe I will take your advice on increasing his point value though. And for the record, I wouldn't bad mouth someone's sincere advice. I am grateful that you took the time to write something down.



Your Hulk can regenerate from the last click to the first as a free action. Starro can do that but costs 600 points. Maybe you want to cut down on the regeneration special power? Or not, whatever.

Also, I always disagree with Hulk having Flurry. Quicksilver has Flurry because he's so fast. Captain America has flurry because he is a master of melee combat techniques. Barry Allan has Charge with Flurry because he's the fastest one there is. Nothing about HULK SMASH makes me think either master of melee combat techniques or supersonic speed. But again, that's just me and you can disregard or, more likely, badmouth my opinion. :classic:

chrisgo316
03/01/2010, 21:06
Thanks for the good advice. I put it in. I hope you like the finished product. I am so going to use this piece in a battle in the next week or two.



Yea, I would love this as a scenario, but instead of a colossal, since Hulk isn't that big, if maybe we can collaborate and come up with scenario rules for builds against him, total points for multi-player games to fight him.

Maybe something like, using the dial written above,place 4 counters on Hulks card, when he is defeated the player with the final blow gets a counter, when the Hulk is defeated place him back to the starting area with one click away from his start line for each token removed from his card. When the last token is removed, remove Hulk from the game. The player with the most tokens wins the game.

And then use scenario rules for controlling the Hulk like they use with colossal figures.

Bump up his defense a little bit, maybe add in a damage penalty to range attacks if they are over "X" squares away, say 8 and/or increase his movement a little bit, make him 600 points and call it a day!

I hope some of you really experienced Clixers will jump on board and help flesh this out, I'm eager to print a dial for one of the many lame Hulks I have lying around!
I'm gonna bring this up to my local venue and see what they think about it, we need more "out of the box" events there anyways.

adamkomar
03/01/2010, 21:51
It would be bad if I didn't use my own product. ;) Used this dial generator: http://www.hcrealms.com/forum/showthread.php?p=4558594

It has a few bugs, but it's functional.

Overthrower
03/01/2010, 22:48
Defense - You can't hurt the Hulk.: When Hulk uses Regeneration, he can use it as a free action and subtract 1 from the result, instead of 2, with a minimum result of 1. Characters targeting The Hulk that are more then 8 squares away receive a -2 to their attack value for the duration of the attack.




Actually, I think a damage penalty makes more sense, suggesting ranged attacks lose some of the power necessary to pierce his defenses. Really, my intention for that is so people don't go so crazy using all really long range blasters that stay out of his charge range, which is also why I suggested increasing his movement.
In all honesty, I think the movement bump will be enough to completely drop the penalty. With his leap climb he can pretty much reach anybody that shoots at range, barring any perplexed ranges, or natural 12 range, but he can still probably catch someone of 12 range in the following round if not. I would suggest maybe even giving him a 12 movement at least on one click, He can leap 3 miles 'fer chrissakes'!

I can see him used as a scenario much like the Spectre or Galactus, using their rules of control, such as he has to attack the last character that attacked him automatically, maybe even with the rule that he retaliates immediately after the player's character attacked him, on that players turn. Everyone takes a turn controlling him, going clockwise starting with the first player, at the end of each round.

All in all I think this is really badass, I'm pretty psyched! Now lets see how my venue takes it, lol.

chrisgo316
03/01/2010, 22:51
Sorry, I wish I could use it but I have a Mac. I love the Mac but I despise it when things like this come up :(



It would be bad if I didn't use my own product. ;) Used this dial generator: http://www.hcrealms.com/forum/showthread.php?p=4558594

It has a few bugs, but it's functional.

chrisgo316
03/01/2010, 23:00
Thanks fro the great advice on the movement increase, I hope you like it. I also changed the defense power just a little bit to adjust to your idea. I can't wait to play him at my venue.



Actually, I think a damage penalty makes more sense, suggesting ranged attacks lose some of the power necessary to pierce his defenses. Really, my intention for that is so people don't go so crazy using all really long range blasters that stay out of his charge range, which is also why I suggested increasing his movement.
In all honesty, I think the movement bump will be enough to completely drop the penalty. With his leap climb he can pretty much reach anybody that shoots at range, barring any perplexed ranges, or natural 12 range, but he can still probably catch someone of 12 range in the following round if not. I would suggest maybe even giving him a 12 movement at least on one click, He can leap 3 miles 'fer chrissakes'!

I can see him used as a scenario much like the Spectre or Galactus, using their rules of control, such as he has to attack the last character that attacked him automatically, maybe even with the rule that he retaliates immediately after the player's character attacked him, on that players turn. Everyone takes a turn controlling him, going clockwise starting with the first player, at the end of each round.

All in all I think this is really badass, I'm pretty psyched! Now lets see how my venue takes it, lol.

chrisgo316
03/01/2010, 23:02
I think I will put up my Beyonder dial that I made next. Hopefully I will get the same great kind of advice that I have gotten for this.

klaw1
03/02/2010, 00:38
I think it's way cool dude, I have a few idea's like this I would like to put up sometime.

Overthrower
03/02/2010, 21:42
He's looking real good, glad my ideas seem reasonable, as I'm far from an expert. Beyonder would be real cool too, I look forward to seeing it.

chrisgo316
03/03/2010, 09:19
I have posted Beyonder. Take a look and let me know what you think :)




He's looking real good, glad my ideas seem reasonable, as I'm far from an expert. Beyonder would be real cool too, I look forward to seeing it.

W.I.T
03/03/2010, 14:28
Now that's a Hulk. 600 points of, 'I'd never play another Hulk ever again' :) Hulk is my favorite character too.

I'd bump up his point cost to 665 though, and get rid of the Indomitable but give him a Trait like E-2 Superman and The Worlds Finest that says he doesn't take Push Damage, so that I could give him Shellhead and Fortitude and make him a 700 point beast :eek: :p

I might also give him the M.O.E TA. Not because he was a member, but because he should be able to go turn after turn after turn without having to stop. That would be key if you are playing him against a team. Otherwise, he gets out actioned and picked off/swarmed to death. M.O.E him to the middle of his dial, and with the Shellhead at a +2 to Defense, then taking an action 2 out of every 3 turns once he gets there.

chrisgo316
03/03/2010, 17:53
I used every piece of golden advice that you gave (which was all of it). I play tested him earlier today and he does need the MOE TA in order to be more viable. Thanks for the advice on this piece. I took the card that I made to Staples and had them make the dial and the card. It looks sweet.




Now that's a Hulk. 600 points of, 'I'd never play another Hulk ever again' :) Hulk is my favorite character too.

I'd bump up his point cost to 665 though, and get rid of the Indomitable but give him a Trait like E-2 Superman and The Worlds Finest that says he doesn't take Push Damage, so that I could give him Shellhead and Fortitude and make him a 700 point beast :eek: :p

I might also give him the M.O.E TA. Not because he was a member, but because he should be able to go turn after turn after turn without having to stop. That would be key if you are playing him against a team. Otherwise, he gets out actioned and picked off/swarmed to death. M.O.E him to the middle of his dial, and with the Shellhead at a +2 to Defense, then taking an action 2 out of every 3 turns once he gets there.

chrisgo316
03/03/2010, 22:04
Does anyone know how to post the card that I made for this guy? I have a Mac and I used CS2 to make the card. I will show you guys the final product if I could be shown how to do it.

Overthrower
03/04/2010, 02:36
Which team ability is M.O.E? I can't figure out the anagram.

klaw1
03/04/2010, 02:45
Masters of evil acts kind of like will power.

W.I.T
03/04/2010, 02:46
I used every piece of golden advice that you gave (which was all of it). I play tested him earlier today and he does need the MOE TA in order to be more viable. Thanks for the advice on this piece. I took the card that I made to Staples and had them make the dial and the card. It looks sweet.

Glad I could help :) I'd love to see it if you can figure out how to get it posted. I can't help much there unfortunately.

Which team ability is M.O.E? I can't figure out the anagram.

Masters Of Evil:

Masters of Evil ™ A character using the Masters of Evil team ability can be given an action when it has two action tokens on it. If it does, do not give an action token to the character after the action resolves; instead, deal it 1 unavoidable damage. At the end of your turn, do not remove action tokens from a character that has been given a non–free action and used this team ability during that turn.

chrisgo316
03/06/2010, 14:39
I have play tested him twice now. The first time was against a rather inexperienced player. Hulk won but that was before I finished with the prototype. After I finished him (the figures and powers you see now), I played a group who was experienced. OMG!!! With the MOE change and the increase in movement he was a monster (pun intended). I destroyed the other people (they did some decent damage but that regeneration kept coming through for me). I will have to play him one more time to make sure though. Thanks again everybody :)

Overthrower
03/06/2010, 23:16
Glad I could help :) I'd love to see it if you can figure out how to get it posted. I can't help much there unfortunately.



Masters Of Evil:

Masters of Evil ™ A character using the Masters of Evil team ability can be given an action when it has two action tokens on it. If it does, do not give an action token to the character after the action resolves; instead, deal it 1 unavoidable damage. At the end of your turn, do not remove action tokens from a character that has been given a non–free action and used this team ability during that turn.

Wow, you know I was thinking he should be given the power action that grants 2 actions like all the other giant chars (Sentinels and above), but this is actually so much better for Hulk since it moves him towards his awesome clicks while dishing out early punishment, very good idea guys!

chrisgo316
03/06/2010, 23:41
Wow, you know I was thinking he should be given the power action that grants 2 actions like all the other giant chars (Sentinels and above), but this is actually so much better for Hulk since it moves him towards his awesome clicks while dishing out early punishment, very good idea guys!


Having the MOE TA did nothing but good for him. It did what you just said... it pushed him onto his better clicks and then it pushed him to the free regeneration. The
only way to take him out is to swarm him with damage and really good rolls so that he doesn't get the chance to attack back.