Alien

The first Alien flick came out in what, ’79…? These guys have been around so long you kind of get desensitized to ’em, but they really are creepy as f*ck. Proof that they out-monster even the classics: Would you rather be locked in a Coldstone Creamery with one of those things or the Wolfman? Easy, you’d go with the Wolfman every time. Wolves, likes dogs, are canines and canines are powerless before ice cream. I’ve seen a German Shepperd turn on an entire family for the drippy remains of a single ice cream cone. You could distract the Wolfman with one handful of rocky road and make good your escape while the Alien would just slap it out of your hand and spit-glue you to the soft serve machine.

Tough to transition from that rant to Heroclix figures, so we’ll just jump right in…

As part of the HorrorClix line (think Heroclix but with 80% more dismemberments), WizKids released the Alien Queen and a buttload of alien drones. Some minor figure modding , a little dial tweaking and I felt they fit in better with my spandexed ‘Clix. Let’s get the ball rolling with the Big Momma…

Alien Queen

The Queen originally came as part of an over-sized base that ate up four sections of the map, but I thought that a bit unwieldy. I x-acto’d her offa that and Krazy Glued her to a double-wide, a base similar to figs like Marvel’s Lockjaw or DC’s Chronos. The modding didn’t end there as I played God and redid all her powers…

A quick peek under her dial and we see that the Queen can stymie opponents by masterminding incoming attacks to her faithful drones (they’re like popcorn that way). Even in death the Queen can win you the game; when she’s KO’d, all them sizzling juices she’s got inside splash all adjacent non-Aliens for 1 damage.

Queenie’s most entertaining power…? Whenever you KO an opponent’s figure, that fig is replaced by an Alien Egg. Why is that a good thing? Scroll down a bit to the “Alien Egg” section and see why that’ll ruin Hudson’s day.

Her box stat grants her the terribly unpleasant Charge/Super Strength combo, so feel free to smash through walls or overturn cars before ripping opposing synthetics artificial persons in half.

Lots of Leap/Climb so the Queen can scale walls, deep defenses like Impervious, Invulnerable and Toughness to survive bumpy elevator rides and when her snapping jaw gets blowtorched, switch to her tail (Blades) to deliver a messy KO. Full Alien Queen dial here.

Alien Egg

These spuds may the least dynamic of the Alien figures. They came molded to the Alien Queen’s original, oversized base, but some minor chopping, a bit of Krazy Glue and VOILÀ, lil’ baby egg sacks for you to cherish and love. And hey, what they lack in visual bells & whistles they make up for by adding tremendous tension to the game by forcing opponents to shift strategies and race against a countdown clock…

See, whenever the Alien Queen KO’s an opponent’s figure, that figure is replaced with an egg. At the start of the Alien player’s turn, the egg begins counting down. After three turns *SPLORCH!*, replace the egg with an Alien Drone under the control of the Alien player. Yeah, kind of crazy, but it’s fun watching players either trying to save a kill for the Alien Queen so she lays an egg OR–for the opposing players–having to constantly switch their gameplan to deal with the slimy, pulsating presents the Queen keeps squirting out onto the battlefield. Full Alien Egg dial here.

A’ight, gonna take a quick break from all the Alien ‘Clix stuff to freak out for a sec: I had no idea this (deleted) scene existed in “Aliens”…

That’s Ripley at the end of the movie when she’s running around and looking for Newt when D’OH!, she bumps into a still-breathing Burke phlegmed to a wall. He whimpers about being impregnated, Ripley–disgusted that “Mad About You” went on for seven seasons–hands him a grenade and continues on her search.

That’s crazy. “Aliens” is my favorite flick of all time and I didn’t know that moment existed up until a few weeks ago. MADNESS! Also, it’s a dumb scene and I’m glad it got the boot.

Moving on…

Alien Drones

Ugh…THESE guys. As ferociously unpleasant as the drones were in “Aliens,” James Cameron also pulled off the neat trick of making them irresistibly squishable. As terrifying as they were, you also wanted to put on a big honkin’ pair of boots and stomp ’em like bugs. They’re almost–ALMOST–as mashable as these little f*ckers.

HeroClix figures can be hit-or-miss sculpt-wise, but the entire Aliens line is top notch. Loads of itty-bitty detailing…

…plus there’s seven different drone sculpts to choose from. Army-building a team entirely of these critters gets you a diverse looking squad.

Not a deep dial on the drones, but that’s done on purpose to keep their point value down. This way you can take a buttload of these guys; where’s the fun in playing ONE Alien? One of the great joys in life is making like ants on the Discovery Channel and swarming an opponent.

To make up for the shallow dial, each click packs a nasty punch. Stealth for sneakin’ around, Leap/Climb for climbing around walls, Blades for an unpredictable bite/tail strike and a Toughness/Agility combo to make your opponent’s attack anything but a sure thing. The drone’s box power combines Battle Fury to protect against mind control attacks while Charge lets your Alien squad stay on the offensive.

But wait, there’s more! Yeah, yeah, I know…this is a lot of powers for one figure. Trick is whenever I mod a figure (or dial), my primary goal is to get the “feel” of the figure right and not sweat the laundry list of rules. I want my Aliens to play as Aliens. Anyway, when a drone pops they–like the Queen–splash all adjacent non-Aliens for a 1 damage acid bath. Their final power helps the swarm tactics that make these little muchachos so much fun to play: every drone action counts as a “half action,” so two drones performing any action only counts as one of their controlling player’s actions. Haha, GET ‘IM! Full Alien Drone dial here.

AvP: King of Kong

I can’t decide what the two aliens on the right side of the above photo are looking at it; is it the severed head of their buddy impaled on the end of the Predator’s staff OR is it the crazy high-score that one Predator just racked up on Donkey Kong? Also, the “it ate my last dollar” pose on the Predator at far left is heart breaking.

Before I go, some random Alien stuff from around the web…

Okay, who’s hungry? You can have a slice of this wonderfully bloody chestburster cake, a helping of this excellent egg pod/facehugger desert OR figure out how to cut a piece out of this impossibly cool standing Alien cake. ALSO: Pez.

Play time! You wanna be the Lego Power Loader or this awesome origami Alien?

Dress up! Two very spiffy Alien costume here and here, plus check out this wicked cool full-body Alien Queen marionette costume.

Adorable! I can’t tell if this is more clever than it is cute or more cute than it is clever. Whatever the case, I love it: Alien nesting doll.

Funny booksl! I never even knew this existed–the Heavy Metal Alien comic book adaption by Archie Goodwin & Walt Simonson.

And finally, some Alien vs. Predator nonsense. There’s their mean-spirited bathroom encounter, why you can never trust an Alien at poker and their ultimate showdown: AvP chess, pool and swingball.

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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

JLA & Apokalips Custom Dials

JLA & Apokalips

Good guys pulling out a last-minute heroic save, bad guys being douchey on a cosmic level…while HeroClix has a great combat system, I was looking to add “comic book moments” to my games. Big, crazy feats of spandex nonsense that didn’t upend the balance of the HeroClix rules system (at least not too much) but added some sizzle to the steak. My first experiment fell short for a variety of reasons, but mainly I was unhappy with a game mechanic that wasn’t contained on the figure. ‘Clix should be–at it’s core–figgers and dice.

The solution came when HeroClix introduced “boxed stats,” more powerful abilities balanced by only being active on certain clicks. Genius! With the “how” out of the way, I went in and started reshaping the dials of all my figures, tailoring each so they packed a bigger punch and played more like the character they represented.

Ingredients: Custom dials printed on Staple’s brand matte white Sticker Paper, split-powers cut and added by hand (thanks, x-acto!) and kept safe under a layer of 3M Scotch packaging tape.
Under-the-dial powers printed on standard-weight white paper, glued to an index card with as little Elmer’s as possible, squished flat between two books with a layer of that same tape on top for protection (but wait until it’s dry before taping). Then cut to shape and adhere to the bottom of the dial with a few small drops of Krazy Glue.

Justice League America

Batman

Batman

The goal: recreate the fear and uncertainty Batman uses to gain the upper hand on panicked opponents.

Instead of a dial loaded with charge or running shot, Batman’s special “off the grid” power (stats in a white box) allows him—as an action—to vanish from the board, wait and see where his opponents rearrange themselves and *BAM!*, strategically reappear elsewhere within his range at the start of his next turn. Boo!

Lots of stealth and leap/climb so Bats can get wherever he needs to go (and be sneaky about it), high defense and endless willpower compensates for defense modifiers like agility and toughness.

Stat Breakdown
140 points, Range: 6 (2)
Stats in order of Speed, Offense, Defense and Damage. * = boxed stat.
FIRST CLICK: 10 Leap Climb/Stealth, 9 Smoke Cloud, 18 Willpower, 3 Leadership.
SECOND CLICK: 10 Leap Climb/Stealth, 10 Smoke Cloud, 17 Willpower, 3 Leadership.
THIRD CLICK: 9 Leap Climb/Stealth, 11 Smoke Cloud, 17 Willpower, 3 Leadership.
FOURTH CLICK: 9 Leap Climb/Stealth, 10 Smoke Cloud, 16 Willpower, 3 Leadership.
FIFTH CLICK: 8 Leap Climb/Stealth, 10 Psychic Blast, 16*, 3 Leadership.
SIXTH CLICK: 7 Leap Climb/Stealth, 9 Incapacitate, 16 Willpower, 4 Leadership/Outwit.
SEVENTH CLICK: 8 Leap Climb/Stealth, 10 Quake, 16*, 3 Leadership/Exploit Weakness.
EIGHTH CLICK: 7 Leap Climb/Stealth, 9 Incapacitate, 16 Willpower, 4 Leadership/Outwit.
NINTH CLICK: 8 Flurry/Stealth, 8 Quake, 16*, 3 Leadership.
TENTH CLICK: 6 Stealth, 9 Incapacitate, 17 Willpower, 3 Leadership/Outwit.
ELEVENTH CLICK: 8 Stealth, 10 Blades, 17*, 1 Leadership/Perplex.

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Superman

Superman

The goal: capture the sense of relief heroes feel when the Man of Steel arrives on the scene; “Whew…Superman is here.”

As a built-in power (such as flying), Supes can keep an eye on his teammates and—once per round—lend a hand when they get in a jam. An enemy about to roast Blue Beetle with fire or choke out Booster with smoke? One puff of super breath and either barrier is history. Did a super strong baddie just chuck a car at Green Arrow? A zap of heat vision and its toast. Black Lightning just get knocked off a roof? Another puff of that super breath breaks his fall. A simple 2d6 roll vs. the opponent causing the mischief determines who gets the last laugh. Any of those abilities are “non actions,” much like using outwit or probability control (meaning Supes doesn’t get a token for usin’ ’em).

Other than that, he’s freakin’ Superman. Monstrous speed, super strength and the nightmarish combo of impervious and toughness (-3 damage!). I went with charge instead of hypersonic speed because it felt more “Superman-y” to attack an opponent and stay up in their grill. With hypersonic speed the temptation is there to hit-and-run, and that didn’t feel like Supes to me. Close combat expert starts off the dial because the Man of Steel usually only needs his fists, but later on his damage stat goes plain so he can grab a heavy object for bonus ugly when swatting a troublesome foe. The end of the dial sees willpower added to the mix to help make sure Supes is always ready for the never-ending battle.

Stat Breakdown
265 points, Range: 10 (1)
Stats in order of Speed, Offense, Defense and Damage. * = boxed stat.
FIRST CLICK: 18 Charge, 10 Super Strength, 18 Impervious/Toughness, 3 Close Combat Expert.
SECOND CLICK: 17 Charge, 10 Super Strength, 17 Impervious/Toughness, 3 Close Combat Expert.
THIRD CLICK: 16 Charge, 10 Super Strength, 17 Impervious/Toughness, 2 Close Combat Expert.
FOURTH CLICK: 15, 9 Super Strength, 16 Impervious, 2 Close Combat Expert.
FIFTH CLICK: 14, 9 Super Strength, 16 Impervious, 2 Close Combat Expert.
SIXTH CLICK: 13 Running Shot, 8 Super Strength, 16 Impervious, 4 Ranged Combat Expert.
SEVENTH CLICK: 12 Charge, 8 Super Strength, 16 Invulnerability, 4.
EIGHTH CLICK: 11, 8 Super Strength, 16 Invulnerability, 3.
NINTH CLICK: 10 Running Shot, 11 Super Strength, 16 Invulnerability, 3.
TENTH CLICK: 9 Force Blast, 9 Super Strength, 17 Invulnerability/Willpower, 3.
ELEVENTH CLICK: 8 Force Blast, 10 Super Strength, 17 Invulnerability/Willpower, 3.

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Wonder Woman

Wonder Woman

The goal: mimic a relentless, in-you-face Amazon attack.

As a built-in power (such as flying), Wonder Woman can—as or part of any action—roll a 2d6 “attack” to lasso an object or figure up to four sections away. This can be used to drag an item toward her (a second roll is then required for the actual close combat attack), drag an item toward Diana but not adjacent (setting up a shot for a teammate) or it can be used defensively (plucking a teammate out of a sticky situation, like out from the grasp of a poisonous opponent). Her boxed stat shows off her warrior training; try and get the drop on her with charge or running shot and she can roll 2d6 vs. the attack. If higher, as a non-action (no tokens given) she may turn the tables on her foe.

As f’r the rest of her dial, Wondy is built like two Gina Caranos squished into one patriotic corset. Heavy duty punching power, strong defense and plenty of charge to insure she brings the fight to her opponents. Close combat expert starts off her dial because Diana doesn’t bust out weapons (or heavy objects) unless she needs to. If she does (READ: Wonder Woman takes a whuppin’), her damage stat switches to “plain” so she can arm herself.

Stat Breakdown
200 points, Range: 0
Stats in order of Speed, Offense, Defense and Damage. * = boxed stat.
FIRST CLICK: 12 Charge, 10 Super Strength/Quake, 17 Impervious, 3 Leadership/Close Combat Expert.
SECOND CLICK: 11 Charge, 10 Super Strength/Quake, 17 Impervious, 3 Leadership/Close Combat Expert.
THIRD CLICK: 10 Charge, 10 Super Strength/Quake, 16 Impervious, 3 Leadership/Close Combat Expert.
FOURTH CLICK: 9 Charge, 9 Super Strength, 16 Impervious, 2 Leadership/Close Combat Expert.
FIFTH CLICK: 9 Charge, 9 Super Strength, 16 Impervious, 4 Leadership.
SIXTH CLICK: 9 Charge, 9 Super Strength, 16 Invulnerability, 4 Leadership.
SEVENTH CLICK: 9*, 8 Super Strength, 16 Invulnerability, 3 Leadership.
EIGHTH CLICK: 9 Running Shot, 8 Super Strength, 16 Invulnerability, 3 Leadership.
NINTH CLICK: 8*, 8 Super Strength, 15 Invulnerability, 3 Leadership.
TENTH CLICK: 8 Running Shot, 8 Super Strength, 16 Toughness, 3 Leadership.
ELEVENTH CLICK: 8 Charge, 8 Super Strength, 17 Willpower, 2 Leadership/Exploit Weakness.

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Flash

Flash

The goal: offer seemingly endless super-speed attack possibilities without making the Flash so annoying that no one wants to play with or against him.

The power that’s the most fun? Flash’s boxed stat which allows him to run past any non-figure object, continue his movement with the item tailing behind and then stopping short, launching the object in his tailwind as a missile (roll as a long range attack). It’s kinda like that “magnetic mines” scene at the end of Galaxy Quest. Yelling “By Grabthar’s hammer!” every time you do it is strongly recommended. And annoying.

The rest of his stats are a rainbow, mixing and matching powers that not only make the Flash a pain to hit, but every click of his dial offers up a new way the fastest man alive can come at an opponent.

Stat Breakdown
105 points, Range: 0
Stats in order of Speed, Offense, Defense and Damage. * = boxed stat.
FIRST CLICK:
20 Hypersonic Speed, 9 Quake, 18 Agility/Energy Deflection, 2 Shape Change.
SECOND CLICK:
17 Hypersonic Speed/Leap Climb, 9 Quake, 17 Agility/Energy Deflection, 2 Shape Change.
THIRD CLICK:
14 Hypersonic Speed/Flurry, 8 Incapacitate, 16 Agility/Energy Deflection, 2 Shape Change.
FOURTH CLICK:
13 Hypersonic Speed/Force Blast, 8, 16 Agility, 3 Shape Change.
FIFTH CLICK:
13 Hypersonic Speed, 8*, 16 Agility, 1 Shape Change/Perplex.
SIXTH CLICK:
12 Hypersonic Speed, 9*, 16 Agility, 1 Shape Change/Perplex.
SEVENTH CLICK:
10 Hypersonic Speed, 8, 16 Regeneration, 1 Shape Change/Exploit Weakness.

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Aquaman

Aquaman

The goal: Lull people into a false sense of security; “Oh…it’s just Aquaman.” And make water terrain matter.

Good, let your opponents lower their guard. Aquaman starts slow and has to be wary of fire barriers (or risk having his D-stat drop), but he’s built to pack a surprise punch. Get Artie in or next to water and he gains flurry (mimicking his “call for aquatic backup” power), and if Aquaman takes a pounding, his last few clicks let him head back into the deep for a regenerative recharge.

To further flesh out Aquaman as your team’s secret weapon, halfway through his dial he loses his cool, gets a charge-fueled speed boost and is ready to clobber opponents for four fat ones.

Stat Breakdown
115 points, 0 Range
Stats in order of Speed, Offense, Defense and Damage. * = boxed stat.
FIRST CLICK: 9, 10 Super Strength/Quake, 16 Invulnerabiliy, 2 Leadership/Close Combat Expert.
SECOND CLICK: 8, 9 Super Strength, 16 Invulnerability, 2 Leadership/Close Combat Expert.
THIRD CLICK: 8, 9 Super Strength, 16 Invulnerability, 3 Leadership.
FOURTH CLICK: 10 Charge, 9 Super Strength, 15 Invulnerability, 4 Leadership.
FIFTH CLICK: 10 Charge, 8 Super Strength, 15 Invulnerabilty, 2 Leadership/Close Combat Expert.
SIXTH CLICK: 9 Charge, 8 Super Strength, 15 Toughness, 3 Leadership.
SEVENTH CLICK: 9 Charge, 8 Super Strength, 15 Toughness, 3 Leadership.
EIGHTH CLICK: 8, 8*, 14 Toughness, 3 Leadership.
NINTH CLICK: 7, 8*, 14 Willpower, 2.

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Green Arrow

Green Arrow

The goal: a variety of trick arrows at the disposal of a multi-shot figure that can drive an entire team of opponents crazy.

Energy explosion, incapacitate, psychic blast…Ollie has just about every long-range power packed in his quiver but it’s those pesky “boxed” stats that’ll drive foes buggy. One box gives Green Arrow the ability to glue opponents in place (web barrier) or drop some cover for vulnerable allies (smoke cloud). Land on double box stats and you hit the holy grail of ‘Clix powers: ranged blades. Yep, roll for 1d6 damage on a single concentrated long range attack. Longbow Hunters, bitches!

The rest of the dial will see Ollie swinging on cable arrows (leap climb), play Johnny-on-the-spot with running shot and if you test him, he’ll show what one pissed off old man can do when he sets his mind to it (willpower).

Stat Breakdown
104 points, Range 10 (3)
Stats in order of Speed, Offense, Defense and Damage. * = boxed stat.
FIRST CLICK: 7 Leap Climb, 11 Energy Explosion, 17 Energy Deflection, 2 Ranged Combat Expert.
SECOND CLICK: 7 Leap Climb, 11 Energy Explosion, 17*, 2 Ranged Combat Expert.
THIRD CLICK: 8 Running Shot, 9 Psychic Blast, 16 Agility, 1 Perplex.
FOURTH CLICK: 8 Running Shot, 10 Energy Explosion, 16 Willpower, 1 Ranged Combat Expert.
FIFTH CLICK: 8 Running Shot, 9 Blades/Incapacitate, 16 Willpower, 2*.
SIXTH CLICK: 7 Flurry, 9 Incapacitate, 17 Willpower, 2.
SEVENTH CLICK: 6*, 9*, 18 Willpower, 2.

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Apokalips

Darkseid

Darkseid

The goal: “Holy sh*t, it’s Darkseid!”

Darkseid enters the battlefield pretty much anywhere he wants thanks to his Boom Tube first click, then dares opponents to damage him. See, buried in his dial is his dreaded double-box power: the Omega Beams. Stop yer’ grinnin’ and drop yer linen: a long-range attack that DOESN’T require line-of-sight, can make two angled turns and delivers…waitforit, waitforit…2D6 damage! Roll high, grasshopper.

The remainder of his dial is equally evil…his defense never dips below invulnerability and if your opponents manage to wear him down, the dark lord of Apokalips goes hands-on with super strength, exploit weakness and close combat expert. He’s a nightmare in bike shorts.

Stat Breakdown
250 points, Range: 8 (1)
Stats in order of Speed, Offense, Defense and Damage. * = boxed stat.
FIRST CLICK: 14 Phasing, 0, 16*, 0.
SECOND CLICK: 6 Force Blast, 11 Quake, 18 Impervious, 5 Leadership.
THIRD CLICK: 6 Force Blast, 11 Quake, 17 Impervious, 5 Leadership.
FOURTH CLICK: 6 Force Blast, 11 Quake, 17 Impervious, 5 Leadership.
FIFTH CLICK: 6*, 10*, 16 Impervious, 4 Leadership.
SIXTH CLICK: 5*, 10*, 16 Impervious, 4 Leadership.
SEVENTH CLICK: 5*, 10*, 16 Impervious, 4 Leadership.
EIGHTH CLICK: 5, 9 Super Strength, 16 Invulnerability, 3 Leadership/Exploit Weakness.
NINTH CLICK: 5, 10 Super Strength, 16 Invulnerability, 3 Leadership/Exploit Weakness.
TENTH CLICK: 5, 9 Super Strength, 15 Invulnerability, 2 Leadership/Close Combat Expert.
ELEVENTH CLICK: 5, 9 Super Strength, 15 Invulnerability, 3 Leadership/Close Combat Expert.

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The Goal: a clutch support figure that hides in the shadows and makes life miserable for the opposing team.

Will Desaad and his grouchy cat Azrael ever capture those pesky Smurfs?!? Anyway, get past Desaad’s Boom Tube first click and you land on one of the more hair-pulling-ist clicks ever made. Park this bugger in some hindering terrain and wreck havoc on opponents with outwit and probability control (mimicking his twisted inventions at work). If a player wants to take the D-man out, they gotta go hand-to-hand (thanks to stealth), get past his bodyguards (mastermind), succeed in actually hitting him (high defense) and hope that Desaad misses his agility roll…and his probability control-fueled second chance. Desaad: 1, opponent’s blood pressure: 0.

Deeper in his dial…well, it’s not that deep. While Desaad is a slippery bastard to nail down, he’s a total glass jaw. One good shot and it’s lights out.

Stat Breakdown
47 points, Range: 8 (1)
Stats in order of Speed, Offense, Defense and Damage. * = boxed stat.
FIRST CLICK: 16 Phasing, 0, 15*, 0.
SECOND CLICK: 6*, 8*, 17 Mastermind, 2 Outwit/Perplex.
THIRD CLICK: 5 Stealth, 8, 15 Mastermind, 2 Outwit.

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Granny Goodness

Granny Goodness

The goal: a General that gets the most from her troops.

Getting past her first-click Boom Tube, Granny’s true strength (other than owning 99.7% of MomCorp) is her built-in power: friendly figures in her line-of-sight and within ten spaces may push continuously. Yeah, all that push damage will add up, but Granny expects your best. I think this is the official “extra” power the figure originally came with, just tweaked a bit.

Perplex will help boost friendly figures while mastermind keeps Granny safe, but start whittling her down and a combo of charge and exploit weakness will help opponents learn their place.

Stat Breakdown
100 points, Range: 0
Stats in order of Speed, Offense, Defense and Damage. * = boxed stat.
FIRST CLICK: 16 Phasing, 0, 15*, 0.
SECOND CLICK: 7, 8 Super Strength, 16 Mastermind, 3 Leadership/Perplex.
THIRD CLICK: 6, 9 Super Strength, 16 Mastermind, 2 Leadership/Perplex.
FOURTH CLICK: 6, 9 Super Strength, 16 Mastermind, 2 Leadership/Perplex.
FIFTH CLICK: 8 Charge, 10, 15 Mastermind, 2 Leadership/Exploit Weakness.
SIXTH CLICK: 7 Charge, 10, 15 Mastermind, 2 Leadership/Exploit Weakness.
SEVENTH CLICK: 6, 11, 15 Willpower, 2 Exploit Weakness.

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Lashina

Lashina

The goal: create a blitzkrieg soldier that gets in close for heavy damage but stays tauntingly out of reach.

The first click Boom Tube gets Lashina in position and then whu-PISH!, the double-box follow-thru of super speed and ranged blades.

Lashina loses blades early and her speed gets chipped away the deeper you get into her dial, but running shot and ranged combat expert keep her a threat ‘til the end.

Stat Breakdown
95 points, Range: 4 (1)
Stats in order of Speed, Offense, Defense and Damage. * = boxed stat.
FIRST CLICK: 16 Phasing, 0, 15*, 0.
SECOND CLICK: 14*, Super Strength, 16 Impervious, 3*.
THIRD CLICK: 11*, 9 Super Strength, 16 Invulnerability, 3*.
FOURTH CLICK: 10 Running Shot, 9 Super Strength, 16 Toughness, 3.
FIFTH CLICK: 10, 8, 16 Toughness, 3.
SIXTH CLICK: 9, 8, 15 Toughness, 1 Ranged Combat Expert.
SEVENTH CLICK: 9 Running Shot, 7, 15 Willpower, 1 Ranged Combat Expert.

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Parademon

Parademon

The goal: cannon fodder.

For henchmen figures like parademons, I wanted to keep their point value low so you could load up on ‘em (who wants a henchMAN?) but I didn’t want a wimpy dial. My solution was to keep their dials short but pack ‘em with pepper. As an added punch, I gave ‘em a built-in power that allows goons like this to take actions that only count as “half actions.” That way TWO parademons can take separate actions but it only counts as one. Swarm your opponents for the glory of Apokalips!

As for the dial, nothing fancy: a high-speed Boom Tube gets your parademon shock troops in position ahead of your main force.

Stat Breakdown
15 points, Range: 8 (1)
Stats in order of Speed, Offense, Defense and Damage. * = boxed stat.
FIRST CLICK: 18 Phasing, 0, 15*, 0.
SECOND CLICK: 8 Running Shot, 9, 16 Toughness, 3.
THIRD CLICK: 8 Charge, 9 Incapacitate, 15 Toughness, 2.

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Kalibak

Kalibak

The goal: unleash a savage brawler.

A Boom Tube first click gets Darkseid’s baby boy in position and from there it gets ugly. Lots of bruiser stats, but his disrespect for opponents comes in the form of his double-box power that allows him to throw opponents (as a light object) after delivering his combat damage. That means he can A) use his victim as a missile to attack a new target B) throw his victim into the clutches of an ally to set up a second attack or C) simply to be a dick send his victim skidding across the pavement.

Deeper in his dial sees Kalibak cut loose with every attack under the sun: charge, running shot, flurry and when he’s backed against the wall, out come the blades.

Stat Breakdown
160 points, Range: 4 (1)
Stats in order of Speed, Offense, Defense and Damage. * = boxed stat.
FIRST CLICK: 16 Phasing, 0, 15*, 0.
SECOND CLICK: 8*, 10*, 16 Impervious, 2 Leadership/Close Combat Expert.
THIRD CLICK: 8 Running Shot, 10 Super Strength, 16 Impervious, 4 Leadership.
FOURTH CLICK: 8 Flurry, 9 Super Strength, 16 Impervious, 3 Leadership.
FIFTH CLICK: 7 Charge, 9 Super Strength, 16 Invulnerability, 3 Leadership.
SIXTH CLICK: 7*, 10*, 15 Invulnerability, 1 Leadership/Close Combat Expert.
SEVENTH CLICK: 7 Running Shot, 8 Super Strength, 15 Invulnerability, 3 Leadership.
EIGHTH CLICK: 7 Flurry, 8 Super Strength, 15 Invulnerability, 1 Close Combat Expert.
NINTH CLICK: 7 Charge, 8 Super Strength, 14 Toughness, 3.
TENTH CLICK: 7, 8 Blades, 14 Toughness, 2.

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Custom Dial Archive

Dial Gallery

Marvel

DC

AquamanAtomBatmanBlack CondorBlack LightningBlue DevilDarkseidDesaadDoctor ImpossibleEclipsoFlash (Barry Allen)Granny GoodnessGreen ArrowKalibakKiller MothLashinaMetalloParademonParademon Drill SergeantPenguinRagdollRick FlagSupermanToymanWonder WomanZombie AquamanZombie BatmanZombie FlashZombie HawkmanZombie Plastic ManZombie SupermanZombie Wonder Woman

Other Guys

Dial Ingredients: Custom dials printed on Staple’s brand matte white Sticker Paper, split-powers cut and added by hand (thanks, x-acto!) and kept safe under a layer of 3M Scotch packaging tape.
Under-the-dial powers printed on standard-weight white paper, glued to an index card with as little Elmer’s as possible, squished flat between two books with a layer of that same tape on top for protection (but wait until it’s dry before taping). Then cut to shape and adhere to the bottom of the dial with a few small drops of Krazy Glue.

Precursor to using “bonus ability” boxed stats were custom Heroic Feat Cards.