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So, with the commons we saw some cool suggestions, a bit of debate and an EMT you never expected. I took some suggestions and made some changes, so be sure to check back on part one to see if your suggestions got added. In any case, it's time to present the uncommons and raise the bar on what my set build has to offer!
Last edited by thewildeman; 08/10/2012 at 09:38.
Into the Wilde!!
My universe's fan page, Galaxy Zento
When we left off at the end of the commons you saw Ferro, a member of the Technet. Now I'm going to start off the uncommons with the rest of the Technet, specially costed to fit with their leader, Gatecrasher in a 500 point team. And I know my wording may not be perfect, so forgive a little yes?
#017 Experienced Thug
Team: No Affiliation
Range: 0
Points: 100
Keywords: Technet, Warrior, Interdimensional
Counter Attack: When an adjacent opposing figure successfully hits Scatterbrain with an attack (even if no damage is dealt); if there is 1 or less action tokens on the attacking figure, roll 1d6. On a result of 5 or 6 add an action token to that figure. This will cause push damage. Scatterbrained!: Give Scatterbrain a power action; Scatterbrain may use incapacitate. If successful, put a token on the affected figure's card. Until Scatterbrain is KO'd, figures with Scatterbrain tokens on their cards are -1 to attack for each Scatterbrain token on their card.
#019 Experienced China Doll
Team: No Affiliation
Range: 0
Points: 100
Keywords: Technet, Interdimensional
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16
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Counter Attack: When an adjacent opposing figure successfully hits China Doll with an attack (even if no damage is dealt); if there is 1 or less action tokens on the attacking figure, roll 1d6. On a result of 5 or 6 that figure has the miniature symbol if it doesn't already and is -2 to attack until China Doll is KO'd. This trait does not stack with itself or the Shrink power. Shrink!: Give China Doll a power action; China Doll can use incapacitate; if successful the affected figure has the miniature symbol if it didn't already and is -2 to attack until China Doll is KO'd. The miniature and -2 of this power do not stack itself or the Counter Attack trait.
Wow. Check out those last two and that new mechanic I'm suggesting. Sometimes it's just not safe to touch someone or something, even with your fist. For a long time, poison has been the go to power for making it dangerous to be next to someone, but now there's another way. Counterattack only triggers against successful attacks of a specified type. In this case it's close combat. Imagine a trait like that with Rogue?
Murderworld: Arcade may not leave his starting zone, however; Arcade may target friendly and opposing figures with powers or attacks anywhere on the map. This trait ignores the effects of stealth or hindering terrain. Attack bots: Give Arcade a power action and place a light object (or other specifying token) from outside the game adjacent to any figure on the map. This object or token represents a robot with Movement 5/Charge; Attack 9/BCF; Defense 15/Toughness and Damage 2/Battle fury. This robot may move and attack when it comes into play, is destroyed by 1 damage dealt to it and there may be no more than 3 such robots on the map at a time. You can't hide from me!: Give Arcade a power action and roll an attack against an opposing figure occupying hindering terrain. If successfull, deal the figure 1 penetrating damage.
I know, a guy with only four clix of life is how many points? I think I've done a good job making him worth those points though. Arcade has always been hard to catch with robot duplicates and hiding away in some control room that has to be hunted down. And why does he get scientist? Because he's listed as a technological genius, that's why. Now you can actually theme a team around him. And he should be a unique so you only see one of him.
Soulsword: When Magik deals damage with Blades/Claws/Fangs, you may roll 1d6. On a result of a 5 or 6 damage from the attack is penetrating damage My big brother: If Magik is adjacent to a friendly figure called Colossus, Magik gains +1 to Defense if not affected by this trait already.
I'm sure this one has you scratching your head. She gets pretty tough at the end of the dial. That's because she's mystically armoring up as you hit her. Her soulsword adds a nasty edge to BCF. And did you notice she's a transporter?
#022 Veteran Captain Britain
Team: No Affiliation
Range: 0
Points: 120
Keywords: Excalibur, MI-13, Hellfire Club, Captain Britain Corps
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For the love of Meggan: If a friendly figure named Meggan is within 6 spaces of Captain Britain, Captain Britain gains +1 to attack so long as not affected by this trait already.
Backed by Polaris: So long as a friendly figure named Polaris is within 3 spaces of Havok, Havok gains +1 to movement, defense and range so long as not affected by this trait already. Cosmic Plasma Energy: Havok possesses Energy Explosion and Pulse Wave Energy Aura: Havok possesses Energy Shield Deflection and Toughness
Led by Havok: So long as a friendly figure named Havok is within 3 spaces of Polaris, Polaris gains +1 to attack, damage and range so long as not affected by this trait already. Mistress of Magnetism: Polaris possesses Telekinesis and Pulse Wave
See? And some of you didn't care about the Starjammers. Well, it's high time they hit the table, I say! This pair have always been a combat dynamo in the books and now they show it!
Phoenix Force (Sometimes): Once per your turn, you may give Marvel Girl a free action to roll one d6 and apply the following based on the number: 1: Nothing/ 2: +3 to attack this turn/ 3: -1 to attack this turn/ 4: Has Sharpshooter this turn/ 5: May use pulsewave with unaltered damage this turn/ 6: All adjacent opposing figures take 1 unavoidable damage Control on the move: Marvel Girl possesses Running Shot and Mind Control. When using Running Shot, Marvel Girl may use Mind Control instead of a ranged attack. Like my Mom: Marvel Girl possesses Telekinesis and Psychic Blast. After using Telekinesis, Marvel Girl may use Psychic Blast as a free action. I can take care of myself!: Marvel Girl possesses Energy Shield Deflection and Super Senses I've got your back: Marvel Girl possesses Perplex and Enhancement
Now I've got you reeling. A 200 point Marvel Girl! Well, Marvel Girl has shown us that you never know just how crazy powerful she can be. One day she's mopping up the floor with Gladiator and the next she struggles against Pyslocke. Well, now the dial shows you that, just when you think she's down, she goes ballistic. Impervious how, you ask? That's her telekinetic ability that has made her tough enough to fly through space unaided. That's her telekinetic barriers backed by the Phoenix Force, just when you thought it wasn't there anymore.
Fast and agile: Hepzibah possesses Leap Climb and Running Shot
And we finish off the uncommons with cheaper fill figures for Starjammers. They're pretty straight forward in what they do. So I started out with some cheap figures and kept it fairly simple with the commons. For the uncommons I raised the bar a bit and gave some more power to go with your punch. What could I possibly bring you next week with the rares? Just wait and see!
That's pretty bad a$$. You happen to have any ideas for feral or rictor (when he still had his powers)? maybe kylun or widget to go with the rest of Excalibur? or even a Douglock as a Unique?