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Let me start this out by saying this is not a real contest, but the rules are still simple:
1. Build a pog that can be played as a team using multiples and only using multiples.
2. Try to keep the point cost as low as you can, so you can put more on your team.
3. You can only use 1 trait, but it must be one that already exists as a trait, special power, or feat.
4. The pog may only have 1 Team Ability.
5. You can only use standard powers or special powers that already exist as feats with one specific standard power prerequisite (i.e. Stunning Blow, Pounce, or my favorite, Flashbang, but no Brilliant Tactician) as if they have the standard power with the feat attached (the special power must be in the slot where the standard power be).
6. The pog can not be given any additional feats.
7. The pog does not have to actually represent anyone in the comics, but kudos if it does.
This is what I have come up with:
POG
Team: PD
Range: 8 When POG is given a move action, it can use the Carry ability to carry one or two POGs.
10
8
15
0
KO
KO
KO
KO
Attack - Flashbang: POG may use Smoke Cloud. Give POG a move action and move it up to half its speed value. It may use Smoke Cloud as a free action either before or after the move action.
The 10 speed will actually be only 4 for the most part, seeing that you have to subtract 2 then halve your speed with Flashbang and Carry (it may be 3 speed if you halve then subtract 2, I don't know what the order is). The 8 range is not too high to add much to the point value, but it's not so low that they won't see any action. The sp will only add 5 points to over build, but the 8 att with 0 damage will surely reduce the point cost more significantly. They don't need a huge defense because it would just cost too much and they are pogs after all, but toughness protects them from energy explosion. The TA and sharpshooter will both add a lot of points, but I don't really know by how much.
I suspect that the point value of this piece would be around 25, seeing as that is how much the vet HIVE Trooper runs. I really don't know how expensive Sharpshooter is, but there are plenty of very low cost PD and Hydra pieces, so I don't see this as too low. This allows me to put 12 on a 300 point team.
Some powers options that I didn't use are leadership, willpower, free movement, grounded transporter, armor piercing, etc.
Rate mine and let me see what you can come up with!
Damage - Spectral Touch: This characters damage cannot be reduced below 1
I wanted to add on the JLA Team ability, but the rules didn't allow it.
These things make LAMP look like child's play
The Hipster Test 1: Do you make fun of Hipsters? 2: Do you know what a hipster is?
If you answered yes to either question, congratulations - you're a hipster.
Nice, you could slap "Armor Piercing" as a Trait and give him leadership even!
Edit: better yet, instead of poison:
JLA TA and you could put Shape Change as the damage!
The main thing is that you still need Armor Piercing on Damage, so While I could trait the mystics and make them JLA I don't think I can fit Shape change on there.
The Hipster Test 1: Do you make fun of Hipsters? 2: Do you know what a hipster is?
If you answered yes to either question, congratulations - you're a hipster.
Overwhelm - When this Dire Rat makes an attack against a target opposing character, modify its attack value by +1 for each other Dire Rat that has made an attack (successful or not) against that target during this turn.
First go (I may do another more well thought out one)
members of Jack-in-the-box's most and least favourite street gang
Trouble Boy
Team: Astro City (Avengers/Brotherhood/JLA/etc)
Range: 0
Points: 20
8
8
15
1
KO
KO
KO
KO
Rooftop Brawler: Trouble Boy can use Leap/Climb. Give Trouble boy a power action; move him up to his speed value, and then give him one close combat action as a free action.
(thats greens scar's Smash power)
Acrobat: Trouble boy can use Combat Reflexes, Energy Shield/Deflection, and Leap/Climb.
(that's Nightwing's if you can't tell)
Yes they have L/C from two sources- so you need two outwits to slow then down (no wonder JitB has such difficulty shaking them)
Astro City is avengers because a swarm team really needs free movement (or carry).
Rooftop Brawler is a trifle better than they warrant, but this is about playable pogs after all
Crocodile
Team: No Affiliation
Range: 0
Points: 12
6
8
16
1
KO
KO
KO
KO
FROM THE DEPTHS: Crocodile can use Charge. When Crocodile occupies water terrain, any line of fire drawn to him is treated as if it crosses blocking terrain (from aqualad)
Gorilla
Team: No Affiliation
Range: 0
Points: 10
10
8
16
1
KO
KO
KO
KO
TRAIT- Move actions given to Gorilla do not count against your limit of actions per round. Bouncing Beast: Gorilla can use Charge and Leap/Climb. When using Charge, he breaks away automatically and can continue to use the rest of his halved movement (if any) after making the attack.
(obviousy beast's SP)
Monkey
Team: No Affiliation
Range: 6
Points: 10
12
8
16
1
KO
KO
KO
KO
Sneaky Monkey: Monkey can use Stealth.
Oh and the range and Incap is to represent the monkey throwing... stuff at people. like coconuts. Yes just coconuts.
Stinging Swarm: Wasp Swarm can use Poison. When Wasp Swarm is the target of a successful close combat attack, the attacker is dealt 1 damage after the attack resolves.
(thats the damage shield feat + poison)
Wasp: Give Wasp Swarm a power action. Put up to three SPECIAL markers in unoccupied squares to which Wasp Swarm has line of fire adjacent to opposing characters 8 or fewer squares from them; these are Wasp tokens. Wasp tokens are not characters or terrain, but can be destroyed as if they are blocking terrain. Characters opposing to Wasp Swarm must break away from Wasp tokens. When a character opposing to Wasp Swarm occupies a square adjacent to a Wasp token or tokens is given a non-free action, deal the character 1 penetrating damage if the character is adjacent to a Wasp token after the action is resolved. No more than three Wasp tokens can be on the map at a time. At the end of any non-free action given to Wasp Swarm, they can remove any number of Wasp tokens from the map.
(that's Trigon's Doppleganger Power)
Yeah I know, Pogs are supposed to be cheap. Cant help myself. But 4 of these coud be quite a pest for a 100 point team (or barely at all if they have damage reducers. which is apt enough)
I suppose the defense slot could be another special power- armour piercing- if they need to be competitive