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#001 V Nico
Team: No Affiliation
Range: 8
Points: 75
Keywords: Mystical, Teen, Runaways
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Speed - "Leave.": Nico can use Phase/Teleport. Nico may carry up to four characters as if she was a flyer. After carrying, deal Nico one unavoidable damage. Attack - Staff of One: Nico can use Quake, Pulse Wave, Support and Force Blast. Defense - "Be safe.": Nico can use Barrier and Defend. When targeted by a Close Combat Attack, Nico can use Toughness.
RUNAWAY (Stealth)
"STOP!" (Incapacitate), Staff of One
"Be Safe.", "Out of the Way!" (Super Senses)
"Stay close." (Leadership), One Word, Once (Probability Control), "DEFENSES DOWN" (Outwit)
"Wee, it's fun being a hero. Let's break out the spandex."
#002 U Gert and Old Lace
Team: No Affiliation
Range: 0
Points: 50
Keywords: Animal, Future, Teen, Runaways
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Speed - Stalking Its Prey: Gert and Old Lace can use Stealth and Charge.
Stalking Its Prey, TEAMWORK (Flurry), Leap/Climb
Blades/Claws/Fangs
Toughness, ON THE MOVE (Combat Reflexes)
"WATCH OUT!" (Shape Change), ARSENIC (Perplex)
"I said back off!"
#003 R Chase
Team: No Affiliation
Range: 5
Points: 30
Keywords: Teen, Runaways
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Defense - Loyalty: When Chase is adjacent to a friendly character with whom he shares a keyword, damage dealt to that character may be dealt to Chase instead.
RUNAWAY (Stealth)
FISTIGUNS (Energy Explosion)
Loyalty
BUSTED TECH (Close Combat Expert)
"Why don't these losers just give up?"
#004 E Karolina
Team: No Affiliation
Range: 7
Points: 45
Keywords: Teen, Skrull, Runaways
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Running Shot, LOW ENERGY (Earthbound)
CONCUSSIVE BLAST (Incapacitate), Energy Explosion, Pulse Wave
Energy Shield/Deflection
FOCUSED STRIKE (Range Combat Expert)
"'Cause I'm Princess Powerful, duh!"
#005 V Molly
Team: No Affiliation
Range: 0
Points: 55
Keywords: Kid, Runaways
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STAR - Getting Sleepy: When Molly has more than one action token, she may only remove one at the end of a turn.
Charge, PRE-TEEN FURY (Flurry)
"TAKE THAT!" (Super Strength), Quake
BRUISER (Invulnerability), Toughness
PRINCESS POWERFUL (Close Combat Expert)
"I've got it all planned out."
#006 Alex Wilder
Team: No Affiliation
Range: 0
Points: 50
Keywords: Teen, Runaways, The Pride
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Damage - Tactical Genius: Alex Wilder can use Leadership and Outwit
ON THE RUN (Stealth)
FOR NICO (Willpower), TRAITOR (Mastermind)
Tactical Genius, Outwit, BACK-UP PLAN (Probability Control)
I'll do Victor and Xavin later.
Last edited by Entertainer13; 03/31/2008 at 20:30.
Where's the Chase and Old Lace duo? I agree Gert shouldn't have duo, she's not enough of a part of the action.
I think Molly should also take 2 tokens (but no pushing damage) every time she makes an attack. Otherwise she's just a fig that can't push easily.
Nico should probably have more 8s, but I like her.
Karolina is just fine.
Alex? If he HAS to be a fig, that'd be it, I guess.
Chase is actually a very cool idea, I like the reverse Mastermind. I'd play that guy for sure.
Where's the Chase and Old Lace duo? I agree Gert shouldn't have duo, she's not enough of a part of the action.
It would be in a later set, or part of something else.
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I think Molly should also take 2 tokens (but no pushing damage) every time she makes an attack. Otherwise she's just a fig that can't push easily.
I was worried losing the choice to push would be more dangerous, which is why I went with this. I'd rather have it longer to clear than no option to push at all.
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Nico should probably have more 8s, but I like her.
Most likely, but I'm being biased.
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Karolina is just fine.
One hit, and the poor girl falls...
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Alex? If he HAS to be a fig, that'd be it, I guess.
Yep, that... that would be about it. To be frank, I'm being nice to him. Willpower, power action to outwit, 16 points pog, maybe...
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Chase is actually a very cool idea, I like the reverse Mastermind. I'd play that guy for sure.
I did that with a Pog who only had two obscure keywords. Liked the thought and recreated it.
I was worried losing the choice to push would be more dangerous, which is why I went with this. I'd rather have it longer to clear than no option to push at all.
Only issue with that is the scenario goes as follows:
Molly does something. Molly clears. Molly does something. Molly clears. Etc...
The only time Molly gets unique is if she decides to push. Then it's:
Molly does something. Molly does something again. Molly clears. Molly clears. Etc...
That's the only problem I have with it. It means Molly's no different until she's pushing.
Chase has 4 clicks!
LMAO It's perfect.
With the sp power, he's the first one out of the fight. Just like in the books.
I agree Molly should get sleepier faster. Maybe 1 unavoidable after any attack, or any action in which she uses a power. It could also shave a few points from her total.
Chase has 4 clicks!
LMAO It's perfect.
With the sp power, he's the first one out of the fight. Just like in the books.
I agree Molly should get sleepier faster. Maybe 1 unavoidable after any attack, or any action in which she uses a power. It could also shave a few points from her total.
See, but here's my point.
Damage and tiredness are 2 separate things in the game. Damage represents straining yourself, being injured, whatever.
Tokens and the action/clear system represents tiring out.
If Molly's thing is tiredness, it plays naturally to the clearing system. Not damage.
She doesn't fall asleep all the time, and she really gets tired after doing something excruciating (ie pushing). I'd rather still have a playable piece that can do everything another piece can, than one denied the option of pushing.
She doesn't punch Wolverine, take a breather and run. She punches Wolverine, runs, THEN takes a breather. Her always having to clear would show that, whereas she falls into the category of normal characters, only in that it takes her longer to catch her breath.
I see no reason why she should not have the same options as someone else. The option to push is integral to the game, in my opinion. Take that away, you have a piece that never presents that threat and becomes too predictable... IMHO.
She doesn't fall asleep all the time, and she really gets tired after doing something excruciating (ie pushing). I'd rather still have a playable piece that can do everything another piece can, than one denied the option of pushing.
She doesn't punch Wolverine, take a breather and run. She punches Wolverine, runs, THEN takes a breather. Her always having to clear would show that, whereas she falls into the category of normal characters, only in that it takes her longer to catch her breath.
I see no reason why she should not have the same options as someone else. The option to push is integral to the game, in my opinion. Take that away, you have a piece that never presents that threat and becomes too predictable... IMHO.
Another possibility:
Molly has Super Strength and Close Combat Expert. At the end of an action using one of these powers, Molly is given 2 tokens instead of one.
Pair that with the star power, and you're showing her fighting just fine until she goes over the edge, then has to spend some time recovering.
Sorry but no. I played the current Runaways A LOT and I can tell you they are perfect. Playing them as one unit really makes you feel like you are playing the comic. They were often outmatched and yet, by forcing them to work together very strategically, I was able to win matches they shouldn't have. No need to redo especially if you are going to weaken each piece in the process.
Adding Alex is a nice touch but he should have Perplex in there as well.