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azureai
08/16/2010, 16:41
Hey folks,

Here's the Set's Uncommons. Sorry this took longer to get together than I had time for this weekend.

UNCOMMONS

CA017 (V) Dead Girl
Team: X-Men
Range: 0 :bolt:
Points: 110
Keywords: X-Statix
m-normala-normald-normalg-normal881527916279152681526714167131KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO:star: Mutation Triggered By Death: When Dead Girl is KO'd, remove her from the map and place her on her character card. At the beginning of your turn, you may heal Dead Girl of 1 damage. After her starting click is revealed, you may place her in any starting area as a free action during your turn. Opponents receive victory points each time Dead Girl is KO'd.
:star: Living Dead Girl: Dead Girl does not take damage from Poison.
:m-boot:- AIR WALKING (Phasing/Teleport)
:a-fist:- UNDEAD STRENGTH (Super Strength)
:a-fist: ECTOPLASMIC TALONS (Blades/Claws/Fangs)
:d-normal: IMMORTALITY (Super Senses)
:g-starburst:- Necrokinesis: Whenever a character is KO'd during your turn within 6 squares of Dead Girl, roll a d6. On a result of 5 or 6, the character is considered KO'd, but do not remove them from the map and heal them of 1 damage. After all current actions have resolved, that character becomes friendly to your force and you may immediately asign them one action as a free action. After this action is resolved, remove that character from the map.

CA018 (E) M As edited by Azureai
Team: X-Men
Range: 6 :bolt:
Points: 129
Keywords: Generation X, X-Factor, Mutant
m-winga-normald-normalg-normal1010174101016391016499163891538915388152KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO:m-wing:- Charge
:m-wing:- Mind Control
:a-fist:- Psychic/Penetrating Blast
:a-fist:- Super Strength
:a-fist:- Incapacitate
:d-normal:- MS. PERFECT (Impervious)
:d-normal:- Invulnerable
:d-normal:- Toughness
:d-normal:- Combat Reflexes
:d-normal:- Regeneration

#019 (E) Cannonball
Team: X-men
Range: 0 :bolt:
Points: 90
Keywords: X-men, New Mutants, X-Force, Mutant
m-winga-normald-normalg-normal101017210101628916212917210816288162KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO:m-wing:- Cannon shot: Cannonball can use Hypersonic Speed, Charge and Exploit Weakness.
:m-wing:- AIMING AT YOU (Charge)
:a-fist:- DUST IN MY WAKE (Smoke Cloud)
:a-fist:- CRASHING DOWN (Incapacitate)
:d-normal:- KINETIC FORCEFIELD (Invulnerablity)
:d-normal:- Toughness
:d-normal:- Shared Forcefield: Cannonball has Toughness. Friendly characters that are adjacent to Cannonball can use Toughness if they can't already.
:g-starburst:- FIELD LEADER (Perplex)

CA020. William Stryker (V)
LEFT UNDONE.

CA021 U Senator Robert Kelly
Team: No Affiliation
Range: 0 :bolt:
Points: 33
Keywords: Politician
m-normala-normald-normalg-normal681515814158140KOKOKOKO:star:MUTANT RIGHTS ACTIVIST At the beginning of the game, choose one of the following options. Senator Robert Kelly possesses that trait for the remainder of the game.
--Pro Mutant: Characters adjacent to Senator Robert Kelly with the Mutant keyword can use Willpower.
--Anti Mutant: Damage dealt by characters adjacent to Senator Robert Kelly against characters with the Mutant keyword is penetrating damage.
:a-fist:- Mutant Control Act Files: Give Senator Robert Kelly a power action; he can use Outwit until the beginning of the next turn. He can use it normally or he can choose to counter all powers or all abilities of a target character with the Mutant keyword 6 or fewer squares away to whom he has Line of Fire.
:d-normal:- MILITARY TRAINING (Combat Reflexes)
:d-normal:- Willpower
:g-starburst:- PRESIDENTIAL ELECTIVE (Leadership)

#022 Captain America
Team: No Affiliation
Range: 6 :bolt:
Points: 63
Keywords: S.H.I.E.L.D., Soldier
m-normala-normald-normalg-normal81017289173791627101526916168151KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO:m-boot:- Who Killed Steve!?!: Captain America may use Stealth and Running Shot.
:m-boot:- SPECIAL OPERATIVE (Stealth)
:m-boot:- D-DAY (Charge)
:a-fist:- BIONIC ARM (Super Strength)
:d-normal:- Willpower
:d-normal:- SHIELD DEFLECTION (Energy Shield/Deflection)
:d-normal:- Toughness
:g-starburst:- TALK!! (Exploit Weakness)
:g-starburst:- WINTER SOLDIER (Ranged Combat Expert)
:g-starburst:- NEVER BACK DOWN (Close Combat Expert)

#CA023 (R) Prodigy As edited by Azureai
Team: X-men
Range: 0 :bolt:
Points: 65
Keywords: New X-Men, Mutant
m-normala-normald-normalg-normal7916279162791626815258152KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO:a-fist:- Knowledge Mimicry Offense: When Prodigy is within 6 squares of a character that can use Close Combat Expert, Outwit, Flurry or Incapacitate Prodigy can use that power.
:d-normal:- Knowledge mimicry Defense: When Prodigy is within 6 squares of a character that can use Super Senses, Combat Reflexes, Energy Shield/Deflection or Mastermind Prodigy can use that power.
:g-starburst:- Outwit

CA024 (V) Shatterstar
Team: X-men
Range: 0 :bolt:
Points: 90
Keywords: X-Factor, Martial Artist, Warrior
m-normala-normald-normalg-normal81017281118281018279172791626816168161KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO:star: Shatterstar can use Combat Reflexes.
:m-boot:- INCREASED AGILITY (Leap/Climb)
:m-boot:- INTO BATTLE! (Charge)
:a-fist:- DUAL BLADES (Blades/Claws/Fangs)
:d-normal:- WARRIOR'S INSTINCT (Super Senses)
:d-normal:- BODY ARMOR (Toughness)
:d-normal:- WARRIOR'S PRIDE (Regeneration)
:g-starburst:- BIO ELECTRICITY (Exploit Weakness)
:g-starburst:- WEAPONS MASTERY (Close Combat Expert)

azureai
08/16/2010, 16:42
CA025 (E) Blob
Team: Brotherhood of Mutants
Range: 0 :bolt:
Points: 80
Keywords: Brotherhood of Mutants, Freedom Force, X-Corps, Brute, Mutant
m-normala-normald-indomitableg-normal7916379163691536915268152681426714257142KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO:star:- Impenetrable Bulk: When Blob is hit by a successful close combat attack, reduce damage dealt by (an additional) 1.
:m-boot:- Charge
:a-fist:- Super Strength
:a-fist:- GRAVITY CONTROL (Quake)
:d-normal:- BLOB (Invulnerability)
:d-normal:- Toughness
:g-starburst:- Mono Directional Gravity Field: Blob may not be knocked back.

CA026 (E) Ord
Team: S.H.I.E.L.D.
Range: 8 :bolt:
Points: 100
Keywords: S.W.O.R.D., Soldier
m-winga-normald-normalg-normal10111731011172910162910173891638916288152KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO:m-wing:- LEAP INTO BATTLE (Charge)
:m-wing:- Running Shot
:a-fist:- NERVE STRIKE (Incapacitate)
:a-fist:- WARRIOR'S BLADES (Blades/Claws/Fangs)
:d-normal:- Breakworld Armor: Ord can use Toughness and Energy Shield/Deflection.
:d-normal:- ARMOR (Toughness)
:g-starburst:- BREAKWORLD'S FINEST WARRIOR (Close Combat Expert)

CA027 (V) Psylocke
Team: X-Men
Range: 6 :bolt:
Cost: 78
Keywords: X-Men, X-Force, The Hand, Martial Artist, Mutant, Psychic
m-normala-normald-normalg-normal71117381116279172610162691726816379153KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO:m-boot: - Trained by the Hand: Psylocke can use Stealth and Leap/Climb.
:m-boot: - FRONTAL ASSAULT (Charge)
:a-fist: - TELEKINETIC KITANA (Blades/Claws/Fangs)
:a-fist: - TELEPATHIC STUN (Incapacitate)
:a-fist: - Psychic/Penetrating Blast
:d-normal: - PSYCHIC AWARENESS (Super Senses)
:d-normal: - NINJA REFLEXES (Combat Reflexes)
:d-normal: - TELEKINETIC SHIELD (Toughness)
:d-normal: - STUBBORN (Willpower)
:g-starburst: - NINJITSU (Shape Change)
:g-starburst: - PSYCHIC INTERFERENCE (Perplex)
:g-starburst: - PSYCHIC COORDINATION (Enhance)
:g-starburst: - PSYCHIC KNIFE (Exploit Weakness)

CA028 (V) Elsa Bloodstone
Team: none
Range: 6 :bolt::bolt:
Points: 66
Keywords: Nextwave
m-boota-normald-normalg-normal810173810173710162791627816378153KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO:m-boot:- UZIS FIRST (Running Shot)
:a-fist:- Monster Hunter: Elsa Bloodstone increases her attack value by +3 when targeting characters with the Monster or Brute keyword or the :g-giant: or :g-colossal: symbols.
:d-normal:- GENETICS (Toughness)
:d-normal:- Regeneration
:g-starburst:- BLOODGEM (Exploit Weakness)
:g-starburst:- RIFLE (Ranged Combat Expert)
:g-starburst:- GENIE IN THE LAMP (Probability Control)

#CA029 V Namor As edited by Azureai
Team: X-Men
Range: 0 :bolt:
Points: 232
Keywords: X-Men, Dark X-Men, Atlantis, The Cabal, Ruler, Mutant
m-winga-normald-indomitableg-normal11121841012164910163991638915389153891537915279142KOKOKOKOKOKOKOKOKOKOKOKO:star:- Namor possesses the dolphin speed symbol.
:m-wing:- Charge
:m-wing:- Imperius Rex!: Namor can use Flurry. If he does and KO's a character with his first attack, he can move half his unmodified movement and,perform his second attack as a free action.
:m-wing:- BURRIED IN THE FRAY (Earthbound/Neutralized)
:d-indomitable:- THE FIRST MUTANT (Impervious)
:d-indomitable:- Invulnerable
:d-indomitable:- Toughness
:d-indomitable:- Homo mermanus: Namor can use Toughness. If Namor occupies water terrain, he can use Regeneration as a free action.
:g-starburst:- Lord of Atlantis: Namor can use Leadership and Close Combat Expert. When Namor uses Charge, he can use Close Combat Expert.

CA030 (E) Korvac
Team: No Affiliation
Range: 10 :bolt:
Points: 189
Keywords: Badoon, Robot, Scientist, Cosmic
m-normala-normald-normalg-normal8101738111838111948101837101737101737916379163KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO:m-boot:- INTANGIBILITY (Phasing/Teleport)
:m-boot:- REPULSION (Force Blast)
:a-fist:- HIGHER BEING (Psychic Blast)
:a-fist:- Energy Siphon: Korvac can use Steal Energy. Give Korvac a power action. Grant Korvac any team ability that any character in play posesses. Korvac retains this power until the opposing character is KOd or he chooses a different team ability. Korvac can copy team abilities that otherwise may not be copied. Friendly characters may not copy team abilities from Korvac.
:a-fist:- RADIAL BLAST (Pulse Wave)
:d-normal:- Invulnerability
:d-normal:- ADAPTATIONS (Impervious)
:d-normal:- FORCE FIELD (Energy Shield/Deflection)
:g-starburst:- COSMIC BLAST (Ranged Combat Expert)
:g-starburst:- SUPREME KNOWLEDGE (Outwit)
:g-starburst:- SCIENTIST (Perplex)

CA031 (R) Serafina
Team: No Affiliation
Range: 6 :bolt::bolt::bolt:
Points: 96
Keywords: Children of the Vault, Psychic
m-normala-normald-normalg-normal81017281016279162791516915168151KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO:star: Psychic:Serafina ignores the effects of Shape Change.
:m-boot:- Cyberpathy: Serafina can use Mind Control. When targetting characters with the Robot and/or Armor Keywords, modify her attack and range by +2.
:m-boot:- Mind Control
:a-fist:- MENTAL SUGGESTION (Incapacitate)
:d-normal:- Blackout Field: Serafina can use Outwit. Give Serafina a power action, until the beginning of your next turn, any line of fire that crosses within 4 squares or less from Serafina is blocked.
:d-normal:- Willpower
:g-starburst:- Shape Change
:g-starburst:- Perplex

CA032 (V) Cyclops
Team: X-Men
Range: 10 :bolt::bolt:
Points: 80
Keywords: X-Men, Ruler, Mutant
m-normala-sharpshooterd-normalg-normal810173811163710173791627916269152KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO:star:- Solar Energy Absorption: Any damage dealt to Cyclops by an opposing character named Cyclops or Havok becomes 1 and is locked.
:m-boot:- Running shot
:m-boot:- Force blast
:a-fist:- WIDE BEAM (Energy Explosion)
:a-fist:- TIGHT BEAM (Psychic Blast)
:d-normal:- INTERCEPT (Deflection)
:d-normal:- Willpower
:g-starburst:- Headmaster: Cyclops can use Leadership and Perplex.
:g-starburst:- FULL POWER BLAST (Ranged Combat Expert)

ALTERNATE TEAM ABILITIES
CAA001. DARK X-MEN As edited by Azureai
Prequisite: Dark X-men keyword
Cost: 8 points per character
Once per turn has a free action, wheb a member of the Dark X-men is adjacent to an opposing figure with a point value equal or less then it's own and with 0 or 1 action token, give the character using the Dark X-Men team ability a power action and roll 1d6. The adjacent opposing figure is given an action token. On the result of a 6, heal the character using the Dark X-men team ability 1 click of life.

CAA002: STARJAMMERS
Prerequiste: Starjammers keyword
Cost: 6 points per character

Once at any time during the game, characters with this Team Ability may choose any team ability that an opposing figure on the battle map possesses. Once a team ability is selected that character can no longer choose other team abilities in the same manner. This team ability follows all other rules for the wild card team ability.

CAA101: THE BROTHERHOOD
Prerequiste: Brotherhood of Mutants or Acolytes keyword
Cost: 7 points per character

When two characters using The Brotherhood team ability are adjacent to an opposing character, give the higher point character using The Brotherhood team ability a Power Action. The opposing character becomes friendly to your force until the end of your turn.

Toughest 1 there is
08/16/2010, 17:04
These are looking good! I'll be back on later to give a more in depth review.

Troma99
08/16/2010, 17:51
Since when was Blob Impenetrable?

Fallout13
08/16/2010, 19:30
This is a good looking set. I'm not sure I would let Prodigy copy ES/D. His power lets him copy skills and knowledge and ES/D always seemed more like a superpower (Force fields, Constructs, Deflection from Wonder Woman's Bracers,etc).

Did you leave out CA020. William Stryker (V)?

Hawk1113
08/16/2010, 22:15
Commentary:

Dead Girl - Wow, Ra's "Lazarus Pit" and Nekron's "Blackest Night" power, plus poison immunity, on an uncommon? That seems a bit much (I tend to favor "simpler" pieces at common and uncommon though). I know not all characters can be super original, but she falls flat for me because she just lumps those figures unique powers onto one dial with some SS and Phasing and calls it a day. Just my opinion though.

Senator Kelly - brutal anti-mutant piece; very powerful in a sealed environment like this set, where more than half the figures are mutants. Not too strong though; he's incredibly narrow and fragile. Cool piece.
Captain America - I like this dial; nice and simple, but very effective, and a good mix of Winter Soldier and typical Cap abilities.

Prodigy - Very nice. I agree with Fallout about him not being able to steal ES/D; while some characters (Nightwing, Cyclops) have it to represent skill, I think far more have it to represent a power or device. I would have liked to see some Perplex on him, but then again the X-men have tons of Perplex (and Cannonball, Cylcops, and Multiple Man so far in this set provide more). Question: since it doesn't stipulate like Blackest Night Lex's power does, can he gain Outwit twice on his first click? That's pretty savage...not overpowered, but savage :).

Also, he makes a good "cycle" of sorts with a certain Rare version of a Southern mutant in this set ;).

Shatterstar - A 20 defense with SS? Craziness. Not saying he doesn't deserve it, that's just a crazy high defense. Then again, he might need it versus his 4-armed stalker (hint, hint number 2).

Blob - I'll echo the disbelief of some posters; I can't believe that Mr. Dukes is the first character with "reduce by 3" on his dial. He seems pretty undercosted; that's some sick defense and indomitable to boot, and he's not totally worthless in combat (4-range charge to open with, decent attack and damage, and Super Strength). He seems like he'd be 0 fun in sealed, since only half the figures thus far revealed can reliably get him off his first three clicks. So I'd raise his price (and possibly his rarity) because of that.

EDIT: Just realized his trait is "close combat"...that's a little less brutal, but he still feels undercosted to me. Reduce by 3 is a lot, even in close combat only.

Namor - I know SI Namor is badly undercosted, but it's hard not to compare and this version really comes up short in comparison (except for his keywords). He feels like he's way overcosted. Well, not "way" overcosted...maybe 20-30 points overcosted. He definitely has gains over SI Namor (better reducers, INDOMITABLE, true flight, the neat "cleave" power for Imperius Rex), but the losses (worse stats, arguably worse TA, two clicks of Earthbound, way less Flurry, way less move-and-attack, and overall worse damage potential on almost every click) make him not all that worth it, especially at 232 points.

Korvac - I have no idea who this is, but I have to say that the "Super Wildcard" power is really cool. Well done :).

Serafina - wow Blackout field is nasty. She's well balanced though; excellent figure.

Cyclops - Now THAT is Scott Summers. Perfect dial; strong without being overpowering, a capable leader who can punch through even the heaviest reducers on every click without being terribly overcosted. Love the comic-accurate trait, too.

VenomDaBomb
08/17/2010, 00:04
Prodigy - Very nice. I agree with Fallout about him not being able to steal ES/D; while some characters (Nightwing, Cyclops) have it to represent skill, I think far more have it to represent a power or device. I would have liked to see some Perplex on him, but then again the X-men have tons of Perplex (and Cannonball, Cylcops, and Multiple Man so far in this set provide more). Question: since it doesn't stipulate like Blackest Night Lex's power does, can he gain Outwit twice on his first click? That's pretty savage...not overpowered, but savage :)

hes not suppose to have outwitt by himself and my partner agreed with me but azureai took it upon himself to edit anyways.

Hawk1113
08/17/2010, 00:56
hes not suppose to have outwitt by himself and my partner agreed with me but azureai took it upon himself to edit anyways.

That makes more sense, especially for the Rookie (ie when he had his "mental blocks"); he's just a bright but not particularly special young man...until he absorbs someone else's skills for a little while.

Blob: To be more constructive (sorry if any of my previous comments sounded mean; that was not my intent), my point calculator puts him at 128 points, and that's not charging him at all for the "no knockback" power and being very generous on the cost of his trait (just 12 points, less than 2 per click). I understand that, in this modern game, such a point cost would make him unplayable...but 80 is obviously far too cheap.

DrZero
08/17/2010, 01:07
Commentary:

Dead Girl - Wow, Ra's "Lazarus Pit" and Nekron's "Blackest Night" power, plus poison immunity, on an uncommon? That seems a bit much (I tend to favor "simpler" pieces at common and uncommon though). I know not all characters can be super original, but she falls flat for me because she just lumps those figures unique powers onto one dial with some SS and Phasing and calls it a day. Just my opinion though.

It's a comics-accurate build, though: http://en.wikipedia.org/wiki/Dead_girl

Overdrive
08/17/2010, 01:16
Sweeeeeet!!! At last we see the Uncommons, and they are mighty! I really am excited to see everyone's ideas gathered into one unified set - again, great idea Azureai.

My thoughts on these new dudes and dudettes...

DEAD GIRL - Very cool piece, and a great representation of undead power, smashing and clawing and raising the dead. Her numbers are just right, especially the low-ish defense with SS all the way. The mutual homage to Ra's and Nekron is neat, but the combination seems a bit much...I feel it might be cooler to drop the current trait and make the damage power a trait that works on 4-6...but that's just me...

M - Firstly, kudos for creating a dial without any SPs - I'm always happy to see a great dial that doesn't need them to be effective. This M is a force to be reckoned with indeed. Perfect numbers and awesome powers (alternating MC and Incap is great!), though I'd have preferred the SS frontloaded and no PB - M has always been more of a mind reader/controller than a psychic blaster, I think, and the PB with that much damage and attack might be a little too devastating.

CANNONBALL - Exploit Weakness? I don't really get that, admittedly...seems like it might have been cleaner just to give him HSS, and give him the ole' Smoke-Cloud-for-free-in-spaces-he's-moved-through, since I can't recall Cannonball creating smoke anywhere he didn't move. Other than that, this is a really cool dial. Perfect points - I'm really glad he's under 100, as he should be - with a focus on constant moving and attacking. Sharing seems to be a theme in this set, with Armour's Defend, Polaris' shared ES/D, and now Cannonball's shared Toughness, not to mention the X-Men TA...what a friendly group of mutants!

SENATOR ROBERT KELLY - A character I'd love to pull in a sealed environment in a set like this, though not a lot of use outside that setup. Effective but not overpowered, and worth a nod as the least expensive Uncommon.

CAPTAIN AMERICA - No S.H.I.E.L.D. TA? No problem! I love this piece, and think he's a great representation of Bucky as Cap. What he lacks in synergy he makes up for in options; RS + EW then later Charge w SS + RCE means he can make the most of whatever situation he's in, and he can crack an Impervious foe on every click. I'd play him in a heartbeat.

PRODIGY - I like him a lot - some Outwit to open and close the dial, fair numbers, and lots of flexibility with his SPs. I guess I agree with the prevailing opinion that ES/D seems out of place, though it doesn't bother me much. Willpower might make a suitable replacement. Nice clix!

SHATTERSTAR - I would push him every time - look at that second click! Charging in to slash with Blades on an 11 AV, and laughing off opponents with a 20 Defense up close - with SS!! It's incredibly awesome, but it does seem a little overpowered - I like the defense for the first three clicks, but maybe a bit more fade later. Other than that, I think he's pretty great - deadly on every click in a nice variety of different ways, and really difficult to take out, close or far.

BLOB - The Commons had the Toad we've been dreaming about, and now we get the Blob. The numbers and powers here are absolutely perfect - lumbering in at a fair pace and slowing down as he goes, never hitting double digits in attack, low-ish defense coupled with tons of reduction and a deep dial, and decent but never overpowering damage. I love this piece, but question: a) the Indomitable. I just don't really get it, is all. b) The super-reduction trait. It's cool - kind of the opposite of Armor Piercing - but it just seems too much given all the reduction he's already got. Since I love his cost for what he does, I'd keep the trait but lose the Invulnerability in all but the first click, switch 2 & 3 to Toughness, and lose the Toughness in clicks 5-8...that would seem fairer for the points imo...

ORD - What a powerhouse. Like Cap above, I love the options here - stay back and Incap, or charge in and set up for CCE? Later, run & gun or slice & dice? He can deal crazy damage for his cost, and his defense is really hard to crack. A scary opponent that you don't want to mess with.

PSYLOCKE - Thirteen different powers plus a T.A...that's gotta be a record for this set so far! Where do I begin? The attack seems a bit low but everything else number- and power-wise makes sense on her and is quite playable. The price of flexibility is unpredictability - I would fear using her for needing to change my strategy each time she takes damage, but that would also make her exciting as anything...definitely one of the most fun pieces in the set so far!

ELSA BLOODSTONE - Holy crap! A 13 attack against giants, colossals, monsters and brutes?! The ca-raaaazy! I like it, though, and I really like the simplicity and effectiveness of this dial. All the powers and numbers are right, and that Regen + PC is just nasty - many an opponent could be seeing her entire dial several times over.

NAMOR - Hmmm....so does Earthbound also cancel the :m-dolphin: symbol granted by his Trait? Hmmm....
Anyway, I must agree with Hawk1113 that this Namor seems overcosted for what he does, or at least a little too Godly to play well on a team. I feel like this Namor could be a great field leader for the Dark X-Men, but he'd have to be no more than 200 points to be a realistic team member. I love the Indom, fear the opening click and like the powerhouse numbers, but maybe if he was scaled back a little he'd be a bit more of a team players and less of an O.M.A.

KORVAC - Wow...is Korvac really this much of a beast? Look at that defense! Just imagine Korvac copying Power Cosmic and landing on his third click...I for one would be weeping if I were sitting across the table from that. I really like his SP, and that it can copy TAs that normally can't be copied. This is a great and mighty clix who would be feared in any game. Placed right below Namor, it seems clear that all is not equal points-wise...Korvac has better numbers in almost every category (especially range!), tons of versatility, and costs 43 points less!

SERAFINA - Hurray! Triple target Incap - Perplex up her range for an added surprise! I really like this dial. I can happily see myself using her to MC the WoS Iron Man, wreck my opponents, then give her the feedback damage to land on my favourite click of hers - #3. Blackout Field is a great SP, and I'm really relieved that it's a power action to use. I would love to play with this figure.

CYCLOPS - The most needed piece in all of Heroclix-dom, imo - and you nailed it! The Sharpshooter is a must for Cyclops, and while I'm in the camp that doesn't feel he should have two targets, I'm perfectly cool with it. This is a perfect Cyclops, with a nice homage to Emma through his SP, and perfect numbers and powers. My favourite of the Uncommons? It would be a close race with Cap indeed...

DARK X-MEN ATA - Wow...free Incap just for being adjacent. At first I thought it was too much, but given that it's a power action, and considering how other auto-hit powers work (like Poison and Force Blast), I actually quite like it. I like that it's reminiscent of the X-Men TA but in a "dark" way.

STARJAMMERS ATA - I find the wording a little confusing, but perhaps it's just late. So...it's a Wild Card T.A., but the character can also choose an opposing T.A. and...do what? Copy it? Cancel it? If copy it, can the character no longer Wildcard to allies' T.A.s? I'm confused...must be the hour.

THE BROTHERHOOD ATA - Sooo....Blob is tied up with Thor/Loki. Toad leaps in. Blob is given a power action, and I can now use Thor/Loki to dish out 11 damage (assuming duo and perplex), then compel them to do it again? And it just works, with no feedback damage? Unless I'm misreading this T.A. it seems rather unbalanced to me...

Great work everyone! I'm really enjoying seeing this set unveiled!

NOTE: Like Hawk1113, I want to clarify that if I'm ever being constructive, I don't want to be mean - I enjoy everyone's creativity and just want to toss in my two cents!

darkjacen
08/17/2010, 06:44
I wish Cannonball had 7 clicks and at least 1 click of base 3 damage. He has good abilities though. He's better than the Experienced version we got from AW though so that's a good sign.

Senator Kelly is a bargain! Worth every bit of 33 points!

Prodigy could use the Teen keyword. his dial's pretty good though.

Psylocke is also well done. For just 3 points more than the AW version, she's powerful enough to be a threat, yet versatile enough to handle different situations. Nicely done!

Great dial on Cyclops as well. It's good to see that he turned out well.

azureai
08/17/2010, 09:25
I should have done this yesterday, but I didn't have time. Here are the dials I decided needed to be edited before posting:

#CA018 E M
Team: X-Men
Range: 0 :bolt:
Points: 125
Keywords: Mutant, Generation X, X-Factor
m-winga-normald-normalg-normal1010175101016491016399163891538915389153KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO

#CA029 V Namor
Team: X-Men
Range: 0 :bolt:
Points: 285
Keywords: Mutant, X-Men, Dark X-Men, Atlantis, Ruler, The Cabal
m-winga-normald-normalg-normal11121841012164910163991638915389153891537915279142KOKOKOKOKOKOKOKOKOKOKOKO
TRAIT: Namor has the dolphin speed symbol.
Speed - Imperius Rex!: Namor can use Flurry. If he does and KO's a character with his first attack, he can move half his unmodified movement and,perform his second attack as a free action.
Defense - Homo mermanus: Namor can use Toughness. If Namor occupies water terrain, he can use Regeneration as a free action.
Damage - Lord of Atlantis: Namor can use Leadership and Close Combat Expert. When Namor uses Charge, he can use Close Combat Expert.

#CA023 R Prodigy
Team: X-men
Range: 0 :bolt:
Points: 65
Keywords: New Mutants, New X-Men
m-normala-normald-normalg-normal7916279162791626815258152KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKODefense - Knowledge mimicry Defense: When Prodigy is within 6 squares of a character that has Super Senses, Combat Reflexes, Energy Shield/Deflection or Mastermind He gains that power.
Damage - Knowledge mimicry Offense: When Prodigy is within 6 squares of a character that has Close Combat Expert, Outwit, Flurry or Incapacitate He gains that power.

azureai
08/17/2010, 09:50
Several of the dials in this part of the set were late in coming and/or from folks whose partners never responded. So, unfortunately I didn't have much time to respond with edits. Maybe that's my fault for not giving myself enough time (lesson learned for next time, I suppose). Some of the critiques I'm seeing (point costing, mostly) seem to be a result of that. Overall, though, I'm very happy with how this set is turning out and think folks did a great job.

As you can see above, VenomDaBomb did in fact submit a Prodigy that had no Outwit on its own. I understood from VenomDaBomb that his partner had not reviewed the dials that were submitted to me and that Prodigy was an unedited, unreviewed version of the dial. I felt strongly that Prodigy needed to be useful on his own even if his special powers didn't activate (Nico Minoru, a similar character without the same limitations as Prodigy, has both natural Leadership and Perplex). By posting both versions, I'll let people judge each version of Prodigy on its own merits.

Sounds like folks are enjoying the dials so far!

Fallout13
08/17/2010, 11:35
What about CA020. William Stryker (V)?

azureai
08/17/2010, 11:48
What about CA020. William Stryker (V)?

BigSoph dropped out at the last minute and didn't even attempt to make dials. Nothing I could do.

Hawk1113
08/17/2010, 14:58
My big giant post got eaten, so I'll keep this brief...

Blob - If you drop Indom he's close enough to 80 for government work. Indomitable is crazy expensive (which makes sense if you consider how the point formula is built).

Namor - My calculator puts him at 205; he still feels a bit overcosted even there but that's probably the unfair comparison to SI Namor talking again (who's probably undercosted by 20-40 points).

Prodigy - I agree with Azureai after re-reading his bio; a little bit of something when he's alone (doesn't have to be outwit, but perplex or leadership or something) feels appropriate even on the rookie.

Dead Girl - Fair enough; she is very comic accurate :). I still agree with Overdrive and wouldn't mind seeing her with her damage SP as a trait and a few clicks of regen (Even auto-regenned) instead, but it is a fine dial and very cool.

Dark X-men TA: I forgot to mention how much I love this ATA. So...I love it. That is all :p

Slade Wilson
08/17/2010, 15:09
CYCLOPS - The most needed piece in all of Heroclix-dom, imo - and you nailed it! The Sharpshooter is a must for Cyclops, and while I'm in the camp that doesn't feel he should have two targets, I'm perfectly cool with it. This is a perfect Cyclops, with a nice homage to Emma through his SP, and perfect numbers and powers. My favourite of the Uncommons? It would be a close race with Cap indeed...
[/B]

Thanks I apprecite it!

Jawapimp
08/17/2010, 21:10
Good work guys. Some comments to follow, and like everyone else don't take offense. This is all constructive criticism.

FYI for this round I had Korvac as my only entry. I knew little to nothing about the guy, and appreciate the feedback :)

Dead Girl – As a huge fan of the character, and the one who added her to the list, I figure I should let you know my opinion. The Laz Pit SP is perfect. Sure she has regeneration, but she usually just falls apart, or gets totally creamed, then takes time before she’s back to full. Perfect. The phasing works. Not sure how I feel about the super strength. Sure she has it, but she rarely uses it in conflict, at east not initially. I’d say to lose it all together. Super senses is a good substitute for the lack of regen. It shows how something might ‘hit’ her but not damage her enough. The necrokinesis is an interesting power. I think for what she can do, this makes the most sense. Overall solid dial.

M- Well done. Great dial with no SPs, yet still accurate.

Cannonball – I like it. The defensive SP might be a bit too overpowered, but since it’s late dial it can’t be abused all that easily.

Senator Kelly – This was one of my partner’s dials. I liked it from the beginning. I like how in sealed for this set, he’d be insane, but other than that have only a bit of an effect (mostly for mutant teams)

Shatterstar – Lose the SP and drop his cost by 5 or so points. A 20-18 defense at close is unreal. I realize he’s great at HTH but not this good. With super senses at close range he’s harder to hit than KC Flash! That’s saying he’s harder to hit than a man who doesn’t technically exist because he’s moving too fast, haha.

Blob – Maybe reword blobs trait to this: When damage dealt to blob is not reduced, reduce it by 1. It’s true that he’s hard to hurt, I mean Wolvie can’t even gut him… or at least that’s how it used to be.

Ord – Something just doesn’t feel right about this piece. Don’t think he warrants ESD. Incap seems like it would only inflate his cost, and doesn’t really mesh thematically. The only time I’ve seen Ord he was trying to KILL not slow down. I also have never been a fan of ‘blocky’ dials. If anything I feel that Ord would start with running shot, then get heated and move in close. Also the SHIELD TA? I don’t remember him being part of S.W.O.R.D. He did get captured by them but I don’t remember him switching sides.

Elsa Bloodstone – Yes. Now if we could only get a Blade this gnarly.

Cyclops – The SP feels too specific and doesn’t really make sense. Sure they are immune to each other’s powers, but they know that. The damage they deal in combat, from their dials, would show them working around this. Plus its two characters, not a keyword, and just seems like superfluous text. Perplex doesn’t feel right, maybe something more like inspiring command, but no on perplex for me. Damage is right on, numbers are right on. Energy explosion with two targets doesn’t feel right. Maybe an SP that grants him EE with only one target?

Starjammers – The entire team should have to pick the same TA. At least that would make more sense. Plus keeping track of who has what would be a nightmare.

Brotherhood – Huh? Too powerful and not really thematic. The Brotherhood have always struck me as a group that comes in with a plan (courtesy of Magneto) and this puts their foes at a disadvantage. Taking over other characters… I’m really not seeing it.

spam238
08/17/2010, 22:14
Namor was my work, and unfortunately, I am horrible with how accurate point values should be. I originally had him at a cost of 215, but my partner thought he was either too cheap or too powerful, so rather than redo his dial, I upped his point value.

Overdrive
08/17/2010, 22:27
Namor was my work, and unfortunately, I am horrible with how accurate point values should be. I originally had him at a cost of 215, but my partner thought he was either too cheap or too powerful, so rather than redo his dial, I upped his point value.

It's all good...if there is an exacting science in it, I don't know anybody who has cracked it yet. Some online dial generators can make a good guideline, though, I find...try a few out with a handful of existing figures, and see how they rate. SPs require creativity, but hey - that's why we're here!

I like where you were going with Namor, and he's probably fair around 215 points as he is. At that cost, he'd be a powerhouse Dark X-Men team leader and a worthy king of Atlantis. You'll never escape comparisons to SI Namor, but that's the price of that one being such a dominant click - imagine having to create your own Skrull Ms Marvel - everybody would have something to say to that!

azureai
08/17/2010, 23:21
Namor was my work, and unfortunately, I am horrible with how accurate point values should be. I originally had him at a cost of 215, but my partner thought he was either too cheap or too powerful, so rather than redo his dial, I upped his point value.

Yeah, I wish you and I had had time to chat about this dial. I liked a lot about what was going on there, but he wasn't worth the near 300 points he ended up at when I got him. I gave him Indom. and dropped him 70 points in a hurry, and people still think he's overcosted. A lesson for how to run this next time for me, I guess. If you would have had time to fix this dial (and like I said, a strong foundation was definitely there), you probably would have done a much better job than me!

Hawk1113
08/17/2010, 23:42
Namor was my work, and unfortunately, I am horrible with how accurate point values should be. I originally had him at a cost of 215, but my partner thought he was either too cheap or too powerful, so rather than redo his dial, I upped his point value.

Yeah, don't feel too bad about it. His powerset is really cool and making a beloved character/remake of a beloved figure is always rough (I faced that prospect with one of the rares coming up, and I'm still worried I didn't get her quite right in terms of cost and powerset). And costing... I like my point calculator I found (http://www.adamkomar.com/heroclix/dialgenerator.html, if you're curious), but it's not an exact science.

I'd say he'd be fine somewhere between 195-220 (that's how inexact point costing is, lol). Too much cheaper than that, and you're committing the same crime that SI Namor did (monstrous undercosting for the sake of pushing a character). Too much higher, and he'll not be worth running in all but the highest point games.

Toughest 1 there is
08/18/2010, 00:15
Ummm so, there must have been some confusion with Ord, because that dial is not like the character from the Astonishing X-Men series.

Toughest 1 there is
08/18/2010, 00:27
Okay, so like the others said, don't take any offense, this is all constructive criticism. Although I tend to sound harsh sometimes haha....

DEAD GIRL:
I like the dial alot, but I honestly don't think I'd use her at 110 points. Just doesn't do too much offesivley. But, that is pretty comic accurate!

M: Don't know much at all about the character, but a very nice offensive figure. I'd use it anyday!

Cannonball: I like it. I really do not like the Smoke Cloud on the dial though. If it were to be there, it would be more comic accurate to give him a power like Spitfire's from Avengers.

Senator Kelly: Woah, I'm not sure on this guy yet. His powers seem useful, you just better hope that your opponent has some Mutant characters!

Prodigy: Hmmm. Not how I would have made him, but interesting nonetheless.

I really like the BLOB, PSYLOCKE, and, CYCLOPS dials alot!

darkjacen
08/18/2010, 07:12
STARJAMMERS ATA - I find the wording a little confusing, but perhaps it's just late. So...it's a Wild Card T.A., but the character can also choose an opposing T.A. and...do what? Copy it? Cancel it? If copy it, can the character no longer Wildcard to allies' T.A.s? I'm confused...must be the hour.

It works like a wildcard, but you can only use the TAs/ATAs that the opposing team have. Once you make that selection you cannot switch to another TA.

azureai
08/18/2010, 09:53
Brotherhood – Huh? Too powerful and not really thematic. The Brotherhood have always struck me as a group that comes in with a plan (courtesy of Magneto) and this puts their foes at a disadvantage. Taking over other characters… I’m really not seeing it.

I'll fess up that's my fault. I realized at the last minute that this was one of the things that went undone because we had some dropouts and tried to make something up quickly and without time for review. The idea that sprang to mind was that the Brotherhood are always recruiting members you wouldn't expect. The control reflects the characters changing the opposing character's mind. Since the Brotherhood of Mutants Team Ability already gives them free movement, I think they pretty much already have the slight tactical advantage you're suggesting above.

But I can see you're right, I should have reigned it in more. Oh, well. It's interesting.

Jawapimp
08/18/2010, 10:01
I'll fess up that's my fault. I realized at the last minute that this was one of the things that went undone because we had some dropouts and tried to make something up quickly and without time for review. The idea that sprang to mind was that the Brotherhood are always recruiting members you wouldn't expect. The control reflects the characters changing the opposing character's mind. Since the Brotherhood of Mutants Team Ability already gives them free movement, I think they pretty much already have the slight tactical advantage you're suggesting above.

But I can see you're right, I should have reigned it in more. Oh, well. It's interesting.

No worries. I thought that's what you were going for but they typically only recruit mutants... well minus Juggernaut.

Overdrive
08/18/2010, 10:17
I'll fess up that's my fault. I realized at the last minute that this was one of the things that went undone because we had some dropouts and tried to make something up quickly and without time for review. The idea that sprang to mind was that the Brotherhood are always recruiting members you wouldn't expect. The control reflects the characters changing the opposing character's mind. Since the Brotherhood of Mutants Team Ability already gives them free movement, I think they pretty much already have the slight tactical advantage you're suggesting above.

But I can see you're right, I should have reigned it in more. Oh, well. It's interesting.

It's a cool concept - just kinda broken in this form. Mind Control is already pretty powerhouse, and that's including the limitations that aren't reflected in this T.A. (requiring an attack roll, limited to one action, must be resolved immediately, feedback damage, etc).

It might work if the higher point character could just use MC as per usual rather than the special version. Another route along this line of thinking might be that characters using the Brotherhood ATA can use Shape Change if targeted by an opponent with the mutant keyword...dissuading mutants from attacking their "brothers", and what not...

azureai
08/18/2010, 10:21
It's a cool concept - just kinda broken in this form. Mind Control is already pretty powerhouse, and that's including the limitations that aren't reflected in this T.A. (requiring an attack roll, limited to one action, must be resolved immediately, feedback damage, etc).

It might work if the higher point character could just use MC as per usual rather than the special version. Another route along this line of thinking might be that characters using the Brotherhood ATA can use Shape Change if targeted by an opponent with the mutant keyword...dissuading mutants from attacking their "brothers", and what not...

I wanted to stay away from making the power that limited. Maybe I should have made the Team Ability "the adjacent character is considered friendly until the beginning of your next turn." Thanks for the Defend, friend!

VenomDaBomb
08/18/2010, 10:31
I like the idea of Blob he should have toughness with that kinda of trait. and some plasticity. but this version is undercoated. But still like the dial as a whole!

PSYLOCKE is awesome! I submitted her so i am glad you did her some justice.

I want to like Cannonball but i don;t get the HSS and Charge sp... why would anyone charge if you can use HSS. and i would have liked a smoke could SP that leaves a trail of smoke. that would be funny. I having read x-men in forever so I was unaware that he could Shared his Forcefield.

but they all look great. Great job everyone!

Overdrive
08/18/2010, 10:36
I wanted to stay away from making the power that limited. Maybe I should have made the Team Ability "the adjacent character is considered friendly until the beginning of your next turn." Thanks for the Defend, friend!

I like it! Use a power action to stop them from attacking you - and with cool perks (like the Defend you mentioned). I guess the only question is: would the character be friendly to the character who used the Power action, friendly to all Brotherhood ATA characters, or friendly to your force? If it were to your whole force, that might be a bit much...but I'd be interested to hear what others think...

I want to like Cannonball but i don;t get the HSS and Charge sp... why would anyone charge if you can use HSS. and i would have liked a smoke could SP that leaves a trail of smoke. that would be funny.

I suspect the charge would be tempting because it could be used with EW...which is great, but for the fact that I don't understand why Cannonball has EW. Agree totally with the Smoke Cloud special - very accurate.

DrZero
08/18/2010, 12:11
DEAD GIRL:
I like the dial alot, but I honestly don't think I'd use her at 110 points. Just doesn't do too much offesivley. But, that is pretty comic accurate

No offense taken. With her Nekroninesis power, giving her a cost any lower than that wouldn't be fair - especially when you consider that it can be used on friendly as well as opposing characters.

azureai
08/18/2010, 13:11
No offense taken. With her Nekroninesis power, giving her a cost any lower than that wouldn't be fair - especially when you consider that it can be used on friendly as well as opposing characters.

I think the cost is fair and, as far as I know the character, it seems pretty comic accurate. But I personally wouldn't use her. At some point I had suggested that the Necromancy special power be included for one click at the top of the dial. This was because, in my experience, similar powers never come up when they are burried mid-dial. In all my time playing Hela (she is a valued member of my Mystics Chicks team), I have had her raise the dead power come up exactly once, and it failed. I really don't see the Necromancy power as being all that powerful, personally, because of all the variables involved. The odds of it really working in your favor are quite low.

And I have to give you kudos: you've certainly made a much more playable "rises from the dead character" than the BatB Ras Al Ghul.