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Speed - DARK RESURRECTION: Whenever an adjacent friendly character is KO'd, they are considered KO'd, but do not remove them from the map and heal them of 1 damage. After all current actions have resolved, roll a d6. On 5-6, you may immediately assign them one action as a free action. On 1-4, that character becomes an opposing character to your force and your opponent may immediately assign them one action as a free action. After this action is resolved, remove that character from the map. Attack - BUTTERFLY EFFECT: Butterfly can use Incapacitate as if she had a range of 7 and two lightning bolts. Defense - DOWNLOADED KNOWLEDGE: Butterfly can use Super Senses, but evades the attack on a result of 4-6. Damage - MASTER MANIPULATOR: Butterfly can use Outwit but only to counter Movement powers.
Her trait would be: I KNOW STUFF: Butterfly can use Probability Control. Once per turn, whenever she or a friendly character is the target of an attack, before the attack roll is made, choose a number between 3 and 12. If the opposing characters rolls that number, it is considered a critical miss. Her powers cannot be countered.
Normally I would be all over captain america... but with the last set... I am very happy. So I would do one Marvel and one DC. It would just depend on my mood as far as which I would pick.
Marvel - Clint Barton Hawkeye
DC - Cyborg
Hawkeye
Team: Avengers
Range: 9
Points: 82
Keywords: Avengers, Great Lakes Avengers, Thunderbolts, West Coast Avengers
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(Trait) Circus Performer: Hawkeye may use Leap/Climb. When targetted with ranged attacks, Hawkeye may use Super Senses. (Attack) Trick Arrrows: Hawkeye may use Energy Explosion and Incapcitate. If Hawkeye successfully hits an opposing character with a ranged attack. Place a Smoke terrain marker in the opposing characters square.
(Damage) Max Power: Give Cyborg a power action. Until your next turn increase all combat values and range by +1. Cyborg may make a ranged combat attack as a free action. After this action resolves roll 1d6 on a 1-3 deal Cyborg 1 unavoidable damage.
Usually I'd do Superman (normal not All-Star), but with the new set I'd rather see what they do with him first before I put out another dial
So I'd go with either Nightwing, or Wally West:
#001 V Nightwing
Team: BatmanAlly/Outsiders
Range: 6
Points: 90
Keywords: Detective, Gotham City, Martial Artist, Outsiders, Police, Teen Titans
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TITANS TOGETHER!: Nightwing can use the Titan's team ability. When any friendly character uses the Titans team ability it is a free action. Speed - GLIDING STRIKE: Nightwing can use Charge. If Nightwing starts his movement on elevated terrain he can use the flight ability but must end his movement on terrain of equal of lower elevation. Attack - BOY WONDER NO MORE: Nightwing can use Flurry and Quake. Defense - ACROBAT: Nightwing can use Combat Reflexes, Energy Shield/Deflection, and Leap/Climb.
or
#002 V Wally West
Team: JLA
Range: 0
Points: 125
Keywords: Central City, Justice League Europe, JLA, Teen Titans
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Speed Force Connection:Wally West ignores elevated and hindering terrain (but not terrain markers), on movement. When Wally West uses Hypersonic Speed until the begining of his next turn modify his attack, defense, and damage value by +1 for every 4 squares he moves. Defense - Running On Broken Legs: Wally West can use Willpower and Super Senses.
U Mr. Freeze
Team: Batman Enemy
Range: 7
Points: 91
Keywords: Gotham City, Scientist, Armor, Secret Society of Supervillians
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Attack - Freeze Gun: Mr. Freeze may use Incapacitate. He can use it normally, or he may use it as if he had . If he sucessfully uses Incapacitate this way, give the opposing characer 2 acion tokens. That character may not be moved by any affect in the game until the character clears. Defense - Cold Hearted: Mr. Freeze may use Barrier and Willpower.
U Madcap
Team: No Affiliation
Range: 3
Points: 60
Keywords: Monster
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On the Edge of Sanity: Madcap can use Leap/Climb. Give Madcap a power action: Choose an adjacent opposing target character that was dealt damage by Madcap's Poison. The target becomes friendly, can use Leap/Climb, and may be given an action as a free action, and then becomes friendly to its previous controller's force. After resolving this action, if the target character was moved from elevated terrain to non-elevated terrain and cannot use Flight, deal it 2 damage. Spontaneous Regeneration: Madcap can use Regeneration. When Madcap uses Regeneration, he is healed of a minimum of 1 damage. When this power appears when Madcap's dial is turned, stop turning his dial and roll a d6: On a result of 1, KO Madcap.
Last edited by spider_ham; 07/31/2011 at 01:41.
Reason: Update
U Madcap
Team: No Affiliation
Range: 3
Points: 60
Keywords: Monster
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On the Edge of Sanity: Madcap can use Leap/Climb. Give Madcap a power action: Choose an adjacent opposing target character that was dealt damage by Madcap's Poison. The target becomes friendly and may be given an action as a free action, and then becomes friendly to its previous controller's force. After resolving this action, if the target character was moved from elevated terrain to non-elevated terrain and cannot use Flight, deal it 2 damage. Spontaneous Regeneration: Madcap can use Regeneration. When Madcap uses Regeneration, he is healed of a minimum of 1 damage. When this power appears when Madcap's dial is turned, stop turning his dial and roll a d6: On a result of 1, KO Madcap.
Love the Edge of Sanity power. It's wickedly original!
Dr. Doom
Team: Minions of Doom
Range: 10
Points: 220
Keywords: Armor, Mystical, Ruler, Scientist
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Curse You, Richards! Dr. Doom's powers and abilities cannot be countered by opposing characters of a lower point value not named Mr. Fantastic or Reed Richards. Speed - There is Doom Enough for All!: Modify Dr. Doom's combat values by +1 if he is adjacent to 2 or more opposing characters. Attack - Master of Science and Sorcery: Dr. Doom can use Perplex. Once during your turn as a free action, choose a standard attack power that no friendly character can use. Dr. Doom can use the chosen power until the start of your next turn. Defense - It Was a Doombot All Along: When this click is revealed due to damage taken from an opponent's attack, stop turning the dial. You can immediately choose to KO an adjacent friendly character with "Doombot" in its name; if you do, turn Dr. Doom's dial to click #4. This power cannot be ignored. Damage - Latverian Tyrant: Dr. Doom can use Leadership, Mastermind, and Outwit.
Last edited by Neff; 07/31/2011 at 11:49.
Teach a man how to answer his own questions and he'll stop bothering you with the stupid ones.
Dr. Doom
Team: Minions of Doom
Range: 10
Points: 220
Keywords: Armor, Mystical, Ruler, Scientist
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Curse You, Richards! Dr. Doom's powers and abilities cannot be countered by opposing characters of a lower point value not named Mr. Fantastic or Reed Richards. Speed - There is Doom Enough for All!: Modify Dr. Doom's combat values by +1 if he is adjacent to 2 or more opposing characters. Attack - Master of Science and Sorcery: Dr. Doom can use Perplex. Once during your turn as a free action, choose a standard attack power that no friendly character can use. Dr. Doom can use the chosen power until the start of your next turn. Defense - It Was a Doombot All Along: When this click is revealed due to damage taken from an opponent's attack, stop turning the dial. You can immediately choose to KO a friendly character with "Doombot" in its name; if you do, turn Dr. Doom's dial to click #4. This power cannot be ignored. Damage - Latverian Tyrant: Dr. Doom can use Leadership, Mastermind, and Outwit.
That Defense power is so elegantly brutal. You might want to make it restricted to only adjacent Doombots to justify the under-300 cost.
Speed - Spider Agility: Spider-Man can use Leap/Climb. When he does, if he moved 5 squares or less, after the action resolves he can make a close combat attack as a free action. Attack - Web Shooters.: Spider-man can use Incapacitate as if he had a range of 6. If the attack roll is doubles and hits, he may place a Web special terrain marker in a square occupied by the target opposing character. Damage - Banter, its kinda my thing.: Spider-man can use Perplex, but only on opposing characters. SPIDEY SENSE: Spider-Man can use Super Senses, but evades the attack on a result of 4-6.
Speed - Mercenary: Deathstroke can use Running Shot and Stealth. Damage - Use up to 90% of my mind: Deathstroke can use Outwit and Probability Control.
1st attempt at a dial. Not sure of the cost, though.
Man-ThingUnique Range: 0 Team: No Affiliation
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Swamp Creature Give Man-Thing a power action and he may heal one click when he occupies hindering terrain. Man-Thing can use Stealth & Battle Fury. Ooze Man-Thing can use Plasticity and Phase/Teleport Whatever Knows Fear Give Man-Thing a power action. Deal one click of unavoidable damage to an adjacent opposing character. I thought I killed him! Man-Thing can use Super Senses. If he fails his super sense roll, after damage is dealt and actions resolve, you may place Man-Thing on any unoccupied square of hindering terrain on the map. Nexus of Reality Man-Thing can use Probability Control and the Mystic Team Ability
Here are a few character dials that I'd love to have made.
"Who Knows What Evil Lurks in the Hearts of Men...."
The Shadow
Team: No Affiliation
Range: 6
Points: 97
Keywords: Past, Detective
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Speed - Able to Cloud Men's Minds: The Shadow may use Mind Control but may only target one opposing character when using it. Defense - Hahahahahaha!: The Shadow may use Willpower and Super Senses. Damage - The Shadow Knows: The Shadow may use Ranged Combat Expert, Outwit and Perplex.
TRAIT-Line of fire and line of sight cannot be drawn to The Shadow unless he occupies hindering or water terrain.
E Clock King
Team: Batman Enemy
Range: 6
Points: 55
Keywords: Injustice League, Justice League Antarctica, Suicide Squad
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Speed - Efficiency Expert: Before Clock King makes any actions, you may call out a number from 1-6 and then roll 1 D6. If the number you called turns up on the die, you may increase 1 of Clock King's stats (except damage) by plus 2 until the end of the turn.
Exploding Pocket Watch-Energy Explosion
Clock Hand Sword-Blades/Claws/Fangs
"I Know That it Takes You Exactly One Tenth of a Second to Throw a Punch"-Super Senses
"Time is of the Essence"-Perplex
The Ever Growing Trickster and Pied Piper KO List!
U Ganthet, Labcoat Beast, Cap and Bucky
Not removing this until we get Clock King and The Rose-01/23/11
Come on, NECA-Marvel Horror Theme Set 2011!
the Great Machine
Team: No Affiliation
Range: 6
Points: 104
Keywords: politician
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Speed - I can talk to machines: the Great Machine can use mind control, but only against opposing characters with the Armor or Robot keyword. the Great Machine does not take damage from using mind control. Attack - JAM!: if the Great Machine is targeted by a ranged combat attack, after actions resolve he may use incapacitate against that character as a free action.