FF & Villains Custom Dials

FF Collage

That’s messed up…someone should have gotten a box for Mole Man to stand on during class photo day. How a playa supposed to be ruling the Moloid Kingdom when he can’t get his props? Somebody get him Nicolas Sarkozy’s number.

Anyway, new Fantastic Four and assorted FF dials below, complete HeroClix custom dial gallery here.

The Fantastic Four

Thing

Thing

The Goal: Make Aunt Petunia’s favorite nephew a barroom brawler.

Standard bruiser stats (super strength, quake, strong defense modifiers, etc.) but Benjy Grimm’s secret weapon comes in the form of his box power. On a successful close combat attack, the Thing can scoop up his opponent and finish out whatever movement he may have left, delivering a cumulative +1 damage for every object smashed through. It was hard writing this without once saying “It’s Clobbering Time!” But I did it.

Stat Breakdown
165 points, Range: 0
Stats in order of Speed, Offense, Defense and Damage. * = boxed stat.
FIRST CLICK: 8 Charge, 9 Super Strength/Quake, 16 Impervious, 3 Close Combat Expert
SECOND CLICK: 8, 9 Super Strength/Quake, 16 Impervious, 4
THIRD CLICK: 7 Running Shot, 10 Super Strength/Quake, 16 Invulnerable, 4
FOURTH CLICK: 7, 8 Super Strength/Quake, 15 Invulnerable, 4
FIFTH CLICK: 8 Charge, 10 Super Strength, 15 Invulnerable, 4*
SIXTH CLICK: 8 Charge, 9 Super Strength, 15 Invulnerable, 3*
SEVENTH CLICK: 7 Flurry, 7 Super Strength, 15 Toughness, 3
EIGHTH CLICK: 6, 7 Super Strength, 14 Toughness/Willpower, 3
NINTH CLICK: 5, 6 Super Strength, 14 Toughness/Willpower, 5

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Human Torch

Human Torch

The Goal: Deliver a first-on-the-scene glory hound.

High speed running shot + long rage capabilities and Johnny’s ready to lead the charge. When he inevitably gets his ass beat (FUN FACT: Dr. Doom once sprayed him with flame-retardant and punched the sh*t out of him), the Torch’s final click sees him light the match on his pulse wave-like nova flame. Rounding out the powers of Marvel U’s top pyrokinetic: an immunity to fire barriers and the ability to make them—or snuff out an enemy’s—as part of any action.

Stat Breakdown
95 points, Range: 10 (2)
Stats in order of Speed, Offense, Defense and Damage. * = boxed stat.
FIRST CLICK: 10 Running Shot, 9 Energy Explosion/Poison, 17 Energy Deflection, 4
SECOND CLICK: 10 Running Shot, 9 Energy Explosion/Poison, 16 Energy Deflection, 4
THIRD CLICK: 10 Running Shot, 10 Energy Explosion, 15 Energy deflection, 3
FOURTH CLICK: 9, 10 Energy Explosion, 15 Energy Deflection, 3
FIFTH CLICK: 9, 8, 15 Energy Deflection, 3
SIXTH CLICK: 8, 8, 15 Energy Deflection, 3
SEVENTH CLICK: 8 Running Shot, 9*, 14 Energy Deflection/Willpower, 4

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Mr. Fantastic Dial

The Goal: The ultimate problem-solver. The longer the fight goes, the more Mr. Fantastic learns about you…and how to beat you.

Check out the big brain on Reed! Leadership and perplex help bolster his teammates, then his box power has Richards (“RICHARDS!!”) exploit his enemies secrets by giving his entire team a +2 offense bonus. BONUS STRETCHY POP POWER: As an action, slingshot an adjacent ally up to 10! Eat THAT, fastball specialing muties. Hmmm…spellcheck has just informed me that “specialing” is not a word. You know what else wasn’t a word a few years ago? “Spellcheck.”

Stat Breakdown
115 points, Range: 4 (2)
Stats in order of Speed, Offense, Defense and Damage. * = boxed stat.
FIRST CLICK: 10 Plasticity, 9 Quake, 17 Impervious, 2 leadership/Perplex
SECOND CLICK: 9 Plasticity, 9 Quake, 16 Impervious, 2 Leadership/Perplex
THIRD CLICK: 8 Plasticity, 10 Incapacitate, 16 Toughness/Agility, 2 Leadership
FOURTH CLICK: 8 Plasticity, 10*, 16 Toughness/Agility, 3 Leadership
FIFTH CLICK: 8 Plasticity, 11*, 16 Toughness, Agility, 3 Leadership
SIXTH CLICK: 8 Plasticity, 11 Incapacitate, 16 Agility, 4 Leadership/Outwit
SEVENTH CLICK: 7 Plasticity, 12, 16 Agility, 4 Leadership/Outwit
EIGHTH CLICK: 7 Plasticity, 13, 17 Willpower, 4 Leadership/Outwit

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Invisible Woman

Invisible Woman

The Goal: Make the FF’s most powerful member their sneakiest member.

High defense + defend means Sue’s got force fields to spare and shape change makes her hard to spot. If she does take a pounding she’ll switch to stealth mode courtesy of her box power (lots of sexual innuendo in this write-up so far), literally vanishing off the board and returning on a different spot next round. BONUS POWER: Drop a force field as part of any action helps the Invisible Woman play defense while going on the offensive.

Stat Breakdown
115 points, Range: 8 (2)
Stats in order of Speed, Offense, Defense and Damage. * = boxed stat.
FIRST CLICK: 9 Force Blast, 9 Incapacitate, 18 Impervious/Defend, 3 Shape Change
SECOND CLICK: 8 Force Blast, 9 Incapacitate, 17 Impervious/Defend, 4 Shape Change
THIRD CLICK: 8 Force Blast, 10 Quake, 16 Toughness/Agility, 4 Shape Change
FOURTH CLICK: 7, 8 Quake, 16 Toughness/Agility, 4 Shape Change
FIFTH CLICK: 7, 8 Telekinesis, 16 Toughness/Agility, 2 Shape Change
SIXTH CLICK: 7, 7 Telekinesis, 16 Toughness/Agility, 2 Shape Change
SEVENTH CLICK: 6 Force Blast, 9*, 16 Agility, 3 Shape Change
EIGHTH CLICK: 6 Force Blast, 9*, 17 Willpower, 3 Shape Change

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Sub-Mariner

Sub-Mariner

The Goal: To get him to put on some pants. That and make a relentless attacker spurned on by his opponent’s success.

Let’s get this out of the way: IMPERIOUS REX! Moving on. Namor hits the ground running with charge and super strength, but it’s his box power that’ll make your opponent think twice about targeting him. If they do—for any reason—Subby loses a token. Someone attacks Namor? He loses a token. Outwits one of his powers? He loses a token. Poke him with a stick? “Who has the audacity to poke the avenging son?!”

More good news: get Namor in or adjacent to water terrain and he gets a +1 to all stats. The bad news: if someone drops fire barriers next to him he gets a -2 to his defense. The good news: Namor has a double-box power, allowing him to regenerate in water. The bad news: the frogurt is also cursed.

Stat Breakdown
170 points, Range: 0
Stats in order of Speed, Offense, Defense and Damage. * = boxed stat.
FIRST CLICK: 9 Charge, 10 Super Strength/Quake, 16 Impervious, 3 Leadership/Close Combat Expert
SECOND CLICK: 9 Charge, 9 Super Strength/Quake, 16 Impervious, 2 Leadership/Close Combat Expert
THIRD CLICK: 8 Running shot, 9 Super Strength/Quake, 16 Invulnerable, 4 Leadership
FOURTH CLICK: 8*, 10 Super Strength/Quake, 15 Invulnerable, 4 Leadership
FIFTH CLICK: 8*, 8 Super Strength, 15 Invulnerable, 4 Leadership
SIXTH CLICK: 7*, 9 Super Strength, 15 Invulnerable, 3 Leadership
SEVENTH CLICK: 7*, 8 Super Strength, 15 Toughness, 3 Ledareship
EIGHTH CLICK: 7, 7 Super Strength, 14 Toughness/Willpower, 3 Leadership
NINTH CLICK: 6, 7 Super Strength, 14 Toughness/Willpower, 3 Leadership
TENTH CLICK: 5 Earthbound, 7*, 14 Toughness/Willpower, 2*

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She-Hulk

She-Hulk

The Goal: Create a fighter who brings the fight in unpredictable ways.

Lots of brawler stats, but Jen mixes it up a bit with perplex, allowing her to fight smart; upping her offense to swat pesky opponents with a high D.

Irritating long range sniper making life hard? Her box power offers a surprise attack of running shot with a projectile bonus so you can feed someone a car.

Wear her down and sweet & civilized Jennifer Walters waves bye-bye and out comes the Savage She-Hulk!

Stat Breakdown
165 points, Range: 0
Stats in order of Speed, Offense, Defense and Damage. * = boxed stat.
FIRST CLICK:
10 Leap Climb/Charge, 10 Super Strength, 16 Impervious, 2 Close Combat Expert
SECOND CLICK: 10 Leap Climb, 9 Super Strength, 16 Impervious, 2 Close Combat Expert
THIRD CLICK: 9 Leap Climb, 9 Super Strength, 16 Invulnerable, 3 Close Combat Expert
FOURTH CLICK: 9 Leap Climb, 8 Super Strength, 16 Invulnerable, 3*
FIFTH CLICK: 8, 10 Super Strength, 16 Toughness, 2 Perplex
SIXTH CLICK: 8*, 11 Super Strength, 15 Toughness, 3
SEVENTH CLICK: 8, 8 Super Strength, 15 Toughness, 2 Perplex
EIGHTH CLICK: 7 Charge/Flurry, 6 Super Strength, 14 Toughness, 3 Battle Fury
NINTH CLICK: 7 Charge/Flurry, 6 Super Strength, 13 Toughness, 3 Battle Fury

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FF Villains

Dr. Doom

Dr. Doom

The Goal: A versatile power piece that can handle any threat.

Mastermind & perplex starts off Vic’s dial as he helps allies while simultaneously suckering them into eating his damage. Get past that and it’s game-on with impervious, heavy damage and a mixed bag of offensive powers. Wear him down and BOO-YAH!, you’ve walked into his trap, accessing his dreaded “Steal the Power Cosmic” ability; gain whatever power Doom outwits. But can he ever gain the ability to love? 😦

Bonus power: Doom can have a 2d6 dice fight vs. anyone trying to use outwit or probability control against him. Win and ignore the effect. “DOOM NEED NOT REROLL!”

Stat Breakdown
175 points, Range: 10 (2)
Stats in order of Speed, Offense, Defense and Damage. * = boxed stat.
FIRST CLICK: 9 Force Blast, 10, 18 Mastermind, 4 Leadership/Perplex
SECOND CLICK: 9, 10 Incapacitate/Energy Explosion, 17 Impervious, 4 Leadership
THIRD CLICK: 9, 11 Incapacitate/Energy Explosion, 16 Impervious, 4 leadership
FOURTH CLICK: 8, 9*, 17 Impervious, 3 Leadership
FIFTH CLICK: 8, 10*, 16 Invulnerable, 4 Leadership
SIXTH CLICK: 7, 8*, 16 Invulnerable, 3 Leadership
SEVENTH CLICK: 7, 9, 16 Toughness, 3 Leadership/Ranged Combat Expert
EIGHTH CLICK: 7, 8 Pulse Wave, 15 Willpower, 3 Leadership
NINTH CLICK: 7, 9 Psychic Blast, 15 Willpower, 2 Leadership/Exploit Weakness
TENTH CLICK: 7 Earthbound/Mind Control, 7 Incapacitate, 16 Willpower/Combat Reflexes, 2 Leadership
ELEVENTH CLICK: 7 Earthbound/Mind Control, 9 Incapactate, 17 Willpower/Combat Reflexes, 2 Leadership

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Doombot

Doombot

The Goal: Build dread amongst your enemies…if THIS Doom is KO’d, a worser (“worser…?”) Doom is on deck.

Your opponent’s celebration will be short-lived when they KO the Doombot…at the start of your next turn the guy who footed the bill on that robot enters play. And Doombots aint cheap.

Stat Breakdown
20 points, Range: 6 (1)
Stats in order of Speed, Offense, Defense and Damage. * = boxed stat.
FIRST CLICK: 8 Force Blast, 9 Energy Explosion, 17 Impervious, 4 Leadership

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Doombot Sentry

Doombot Sentry

The Goal: Purple cannon fodder.

Nothing fancy: big honkin’ robots who will shoot you in the face.

Stat Breakdown
20 points, Range: 6 (1)
Stats in order of Speed, Offense, Defense and Damage. * = boxed stat.
FIRST CLICK: 6 Running Shot, 8, 15 Invulnerable, 3
SECOND CLICK: 5, 8 Incapacitate, 15 Toughness, 2

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Mole Man

Mole Man

The Goal: Create a tin despot who can drive opponents buggy with cowardly hit-and-run surprise attacks.

This guy is as fun to play as he is short. As his magical box power, KO all the Moloids you control (relax, they’ll be back). Mole Man then vanishes from the board and returns at the start of his next turn with PING!, PING!, PING!, 1d6 crunchy yellow Moloids. Why am I hungry for popcorn?

Stat Breakdown
50 points, Range: 4 (1)
Stats in order of Speed, Offense, Defense and Damage. * = boxed stat.
FIRST CLICK: 9 Stealth, 9*, 16 Mastermind, 3
SECOND CLICK: 8 Stealth, 9*, 16 Mastermind, 3
THIRD CLICK: 7 Stealth, 8*, 15 Mastermind, 3
FOURTH CLICK: 6 Running Shot, 10, 15 Agility, 1 Ranged Combat Expert
FIFTH CLICK: 6 Flurry, 8 Incapacitate, 14 Agility, 2
SIXTH CLICK: 5, 7, 14 Energy Deflection, 1 Ranged Combat Expert

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Moloid

Moloid

The Goal: The endless foot soldier.

BREAKING NEWS! Everything in the Moloid kingdom is in 3-D.

You know what one-moment sums up Heroclix best? The Thing using Quake to scatter a handful of these guys. Fun stuff.

Stat Breakdown
9 points, Range: 0
Stats in order of Speed, Offense, Defense and Damage. * = boxed stat.
FIRST CLICK: 6*, 8 Incapacitate, 13 Energy Deflection, 0

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Annihilus

Annihilus

The Goal: Death from above! Create a predatory villain who keeps coming back no matter how many times you flush.

Packed with poison and an assortment of log range energy attacks, Annihilus’ box power lets his hatred of life shine through: pulse wave and for every figure you damage (friend or foe), receive 1 click of damage! But he’s not done cheating death; land on his last click and Annihilus can be reborn while poison and shape change keeps would-be scavengers away.

Stat Breakdown
127 points, Range: 10 (1)
Stats in order of Speed, Offense, Defense and Damage. * = boxed stat.
FIRST CLICK: 12 Phasing, 9 Poison, 16 Impervious/Energy Deflection, 4 Leadership
SECOND CLICK: 10, 10 Poison, 16 Invulnerable, 4 Leadership
THIRD CLICK: 9 Running Shot, 9 Energy Explosion, 16 Invulnerable, 3 Leadership/Ranged Combat Expert
FOURTH CLICK: 9, 11, 15 Invulnerable, 3 Leadership
FIFTH CLICK: 8 Running Shot, 9 Psychic Blast, 15 Toughness, 3
SIXTH CLICK: 8, 8*, 15 Toughness, 3
SEVENTH CLICK: 7 Running Shot, 9*, 14 Toughness, 3
EIGHTH CLICK: 8 Charge, 8 Steal Energy, 14 Toughness, 2 Exploit Weakness
NINTH CLICK: 0 Earthbound, 0 Poison, 16 Regenerate/Combat Reflexes, 0 Shape Change

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4 Responses

  1. What about Blastaar, the Living Bomb Burst!? He’s an albino wookie, who wears overpants and shoots “living bomb bursts” out of his hands!

    Anyway, awesome team breakdown. Doesn’t the FF have a super sweet team power where if one member gets KO’d, everyone on the rest of the team gets a click back? Those team powers, while being kinda cool, never really caught on for some reason.

    Also, I was up at like 4am working on a deadline and the TV was on some weird cartoon channel, either Boomerang, or Disney, or something. They had Silver Surfer and FF cartoons back to back, so I just let it play in the background.

    The Surfer one was not too bad. It was the newer one with the 3D Galactus and Jack Kirby style. I kinda liked it. The FF was the horrendous one from the early 1990’s and it was the Coming of Galactus episode. So it’s playing and everything is going ok (the Watcher, the Silver Surfer, ultimate nullifier, blah blah.) But here comes the weird part: apparently, in the middle of talking to Watchers and fighting off planet eating Galacti, the FF forgot to pay their rent and their landlady is trying to evict them from their apartment (?!) At the end of the episode, after defeating Galactus, the FF escape their landlady in the Fantasticar, flying off into the sky, smiling and laughing at her, while she shakes her fist. This really confused the sh*t out of me and I tried to make sense of this whole situation, which lead me to believe that, either

    – The FF just skipped out on rent and they’re being complete d*cks about it. I mean they have a f*ckin flying car and they can’t afford to rent some apartment?

    -They just couldn’t pay it. The rent in Manhattan is so ridiculous that you can have a flying car and be a super genius scientist with multi-million government research grants and even more lucrative private sponsorship deals, but you still can’t afford to rent that bathroom/kitchen studio downtown (this is actually not really that far from reality).

    or,

    – Both of the above and now the FF have to live out of their car, like some kind of super-powered drifters.

    Then again, this was 4am and my brain was all but melted, but this is what I got out of it. Good story, huh?

  2. BLASTAAR
    I think he’s more gray than white, but awesome nonetheless.
    “The Living Bomb Burst”…Stan Lee should be in charge of naming everything. Not just comic book stuff, EVERYTHING. Things wouldn’t just have better names, they’d have badass descriptions as part of those names.
    “Stapler?”
    F*ck that, it’d be “Steel Clamp, the Perilous Paper Puncturer.”

    ‘CLIX TEAM POWERS
    I don’t know why we never played with those…all those icons on the dial base mean something–have a power–but we never use ’em. We’re goddam rebels.

    FF CARTOON
    Yeah, that thing was f*cking wretched. The old one from the ’70s (’60s?) is way better.
    And I like your backstory…super powered drifters who buzz around Manhattan in a flying car inventing sh*t? I don’t think they’d think twice about emptying the Fantasticar’s septic tank over a sidewalk cafe. Don’t like it? Maybe the Torch will set you on fire after they dump sh*t on you.
    Who wouldn’t watch that?

  3. Team Powers- We never use them either. They always seemed cheesy and unthematic to me. We alos generally don’t use the tactics cards. Most of our collecting happened before those were released. I would like to expand the game to use tactics but would prefer something that had more flexibility than a specific tactic. For instance, each player would have a chip/ 100 points. The chip could be spent to emulate a power, manifest a terrain effect, outwit or perplex. The only prerequisite is that both players agree to the effect and that the power is in keeping with the the character. So the cowardly villian might pull out a ‘surprise’ suprise grenade from a nearby crate or use the ‘secret trap door’ to escape (phasing.) I’ve not playtested it, but I would like some mechanism for players to come up with creative solutions in combat as well as add an element of surprise.

    Mastermind- I’ve hated how this power was defined. My house rule is to allow masterminds activate any number of peons (up to 35 points) as one action. So when Batman breaks in on the Black Mask, three mooks come charging at him…

    Steve”need to play more”Avery

  4. Some team powers are neat, but to be honest, when my group was learning the ins-and-outs of Heroclix rules we focused on dial powers for the fist couple of games just to get the hang of it. A few games later/a few weeks later we realized we’ve been playing without team powers, reminded ourselves to learn them next game and five years later we’ve still never used em.

    I dig the premise of your chip/points/drafting game mechanic. We’re of the same mind: ‘Clix needs more powers like that. I messed around with cards that granted powers here…

    https://toychop.wordpress.com/2009/08/03/house-of-cards/

    …but I wasn’t happy with how they played. Too random, players drew cards that featured powers they couldn’t use, it was a successful failure that helped bring the goal more in focus: special power tailored into each figure. But How? Then BAMMO!, WizKids came up with boxed stats and I’ve been S-L-O-W-L-Y integrating gimmicky theme powers into all my figs…

    https://toychop.wordpress.com/2009/03/28/custom-dial-archive/

    …it’s slow going, but the finish line is in sight. By the way, I dig that “trap door/phasing” idea. BRILLIANT! I’m gonna borrow that and cram it into some of my figs like the Golden Age Sandman. If you’ve got any other ideas I’d love to hear ’em.

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