EMERALD EYE OF EKRON (Collateral Damage)

Original look.

As the name indicates, this LE version of Emerald Empress represents the Eye itself and not the woman who wields it. I wanted the sculpt to represent that.
Here’s how I did it:
  • Cut the Eye off her hand.
  • Got a Green Flame/Fire figure from the same Collateral Damage set.
  • Cut Fire’s leg off at about mid-calf (in a “V” shape to give the Eye a better space to glue in).
  • Glued the Eye to the leg with modeler’s glue.
Completed mid-2006.
I have to be careful with this mod — it’s broken a few times. Perhaps I’ll use a more flexible glue to bond it together next time. Despite its fragility, this was the first major customization I ever did, multilating two figures to do it. I don’t regret it one bit — this is just cool, yo.
This also emboldened me to attempt an even more ambitious mod that I’ll highlight next time.

STORM (Danger Room)
A pretty solid if dirt-cheap representative of the X-Men’s weather-wielding demi-goddess, DR Storm’s sculpt is just OK.

Yah. OK.

Quite bland compared even to the X-Plosion version (using the unfortunate X-treme X-Men costume):

Nope. Never liked this outfit.

This mod idea came pretty much by accident. After leaving a figure in my hot car, I noted how it just all but melted. That got me wondering if I could reposition DR Storm’s cape to something more like I remembered from the late-1980s comics she wore the outfit in.
Here’s what I did:
  • I put the figure in my car for about 15 minutes to a half-hour and, sure enough, it softened nicely, becoming quite malleable.
  • Ran cold water on the figure once in the desired position.
  • Then I propped it upright in my freezer to let it set in the new position:

Dynamic. Although she still has that occasional bend at the ankle. :)

Completed mid-2006.
This is still one of my all-time favorites — a simple, elegant mod that will need no judge approval in tournament play.
Next: While this mod used zero subtraction to the original sculpt, my next mod subtracts nearly ALL the existing sculpt! Be here next week!

Instead of “my first — and only — non-subtractive resculpt” that I teased last week, I’m taking a bit of a detour with this week’s mod…one that’s not even entirely mine but still marks an important point in my progress.

Rookie/Experienced JOLT (Fantastic Forces)

I always hated that the manufactured figure was of the character’s Veteran status.

EEEE-LEC-TRIC YOUTH!!!

…instead of the colorful Rookie and Experienced original look.
So I commissioned a fellow player named Donovan to do a custom repaint for me. At the time, some four years ago, I was beyond pleased. But it wasn’t perfect; Donovan had mis-painted both legs totally black. Plus, the electric bolts weren’t painted very well. Since my own modding skills have slowly grown over the years, I decided to do something about both on June 1 of this year.
Final repaint.

Final (blurry) repaint. I painted her left thigh yellow, painted in her red kneepads and added a new coat to the lightning bolts. The rest is all Donovan's work.

Original repaint: 2006. Completed mid-2010.
This is still about 95% Donovan’s work, so I can’t truly take credit for it as one of my mods. Instead, I give him credit not only for this repaint but for inspiring me to go on to do my own mods.
Thanks, Donovan.

I’ve never been a HeroClix completist — that collector who wants to own every piece in the game. Every so often I like to rotate out older, unused pieces to make room for fresher stuff. But some characters do make my permanent collection, and sometimes I decide to mod those to better match the comic book character they’re based on. Here’s an early example:

EXPERIENCED STAR-SPANGLED KID (Legacy)

Unlike my earlier mod of Rookie Dove (Hypertime), this one wasn’t because of manufacturer error. Rather, it was my own desire for a comic-accurate figure. The actual Star-Spangled Kid figure looks like this:

Nice enough sculpt, but...wrong.

But this is her from the comics:

No rod, no flight.

She didn’t use the staff until she actually became Stargirl, as reflected in the Veteran version of the character:

Have rod, will fly.

Therefore, since I was at the time a huge JSA fan and figured I’d never want to trade or sell this piece, I decided to simply use scissors and an exacto knife to remove the staff.

And, thanks to the cramped quarters of my storage box, she's bent forward as though she's running!

And thus my inner continuity nerd was satisfied. (That was the good news. The bad news was that another character also had a big difference in appearance between his Rookie, Experienced and Veteran versions, and making that mod would tax my nascent skills and perseverance to the extreme. But that’s another story for another time well down the road.)

Next time: my first — and only — non-subtractive resculpt.

Welcome to a new feature here on HeroClixin’: My Custom Mods! Each article will detail in brief my process in doing the mod, proving that you don’t have to be an expert sculptor or use a lot of Green Stuff to make your pieces your own! (A caveat, though: I did minor in Art in undergrad. But I was a drawing specialist. Painting was the class I nearly failed!)

Without further ado:

ROOKIE DOVE (Hypertime)

One of the first mods I attempted was based on a manufacturer’s error. R Dove has the Boot speed symbol, but the mass-produced figure ended up like this:

NOT a flier at this stage in her career.

Leading to this errata in the Errata & Clarifications document (now known as the Player’s Guide):
“#088 Dove
This character does not fly; it has Leap/Climb (but not on the first click). Ignore the flight base on this character.”
Well, I decided to make it right. Here’s how I did it:
  • Carefully, but firmly, I snapped off the flight base.
  • Then, if I recall correctly, I snipped off the excess peg from the figure’s foot to give the glue a wider surface to bond to.
  • Finally, I used modeler’s glue to fill up the space where the flight stand had once sat and held Dove’s foot there until the bond set in about 2.5 minutes or so.
  • Propped it up so she wouldn’t sag (much) until the bond fully cured.

Now she's right! (If a little blurry.) :)

The result is a non-confusing Rookie Dove that, despite being stuffed in my cramped tacklebox for the past 5 years and being an early mod, has never broken. WIN!
I later performed an identical mod on ROOKIE ALETA in Supernova, who had an identical manufacturing error and resulting errata. The modification process was also the same, though I believe I have broken and had to repair this figure once.

Still a lot sturdier than she looks!

Next week (as I intend to make this a weekly feature showing up on Mondays in homage to an old feature on blogroll champ HCRealms.com) I’ll show off another early mod even simpler than these. Hope you’ll check it out!

Over my years of HeroClix collection and play, I’ve dabbled in another aspect of the hobby — modifying existing sculpts into customized versions. Thus far, I’ve teased readers with a few pix in an article here and there, but rest assured I have plenty more to share, from barely-noticeable repaints to major reconstructions.

Each article will detail in brief my process in doing the mod, proving that you don’t have to be an expert sculptor or use a lot of Green Stuff to make your pieces your own!

I hope to make this a regular feature — perhaps weekly. What do you think?

It’s been up for about a week now, but now it’s time to officially reveal my DC feat and battlefield condition cards with art added.

http://heroclixin.wordpress.com/pix-and-downloads/dc-cards-with-art/

Check ’em out and print ’em out!

I cropped out Drs. Light and Fate because they were not worthy of my team (translation: I ran outta room for her and didn't have him at all).

Nostalgically beloved, sometimes maligned, the humor-focused era of the Justice League was a daring experiment in mainstream comics. For the first time, one of the Big Two’s marquee team books focused more on the relationships of the characters than on the villain(s) of the month. It proved surprisingly popular (for a while, anyhow), spawning a spin-off or two before it collapsed under its own ridiculous weight. Perhaps if writers Giffen and DeMatteis had dialed back the humor and played it a little bit straighter, the novelty wouldn’t have worn off in only 5 years. After, Brian Michael Bendis has essentially done the same thing with his team books for the past 6 years, with no sign of real fatigue in sales.

But I digress. This is supposed to be about HeroClix.

Now, with the release of several new pieces in The Brave And The Bold set, one can play a solid Justice League International themed team. Here’s mine, from a recent tournament:

JUSTICE LEAGUE INTERNATIONAL
Martian Manhunter (Brave and the Bold) 202 + Camouflage 8
JL Green Lantern (Justice League) 133
Fire & Ice 131
Mr. Miracle & Oberon 115
Blue Beetle & Booster Gold 82
Batman (Justice League #001) 75
+ Inside Information 4
Black Canary (Justice League) 50
= 800 points.

Each round I picked the JSA Museum map from the DC Origin set. Using Mister Miracle and Oberon’s (MMO) Perplex, I boosted Blue Beetle and Booster Gold (B+G) to Charge a hole in the wall so Green Lantern could ferry Canary and Bats to hindering and himself to my Kinetic Accelerator. Then I moved the rest of the team to various set up points.
In Round One, that nearly went terribly south for me against my opponent Wil’s team of Green Arrow and Red Arrow (both from Crisis and both equipped with the Stealth-busting feat Trick Shot), The Wizard Shazam (The Brave and the Bold), Hitman, Songbird (Hammer of Thor), Dr. Strange (Secret Invasion) and Max Mercury with Armor Piercing and Swingline.

Ugh — three shooters who see through hindering terrain and characters and one who sees anything for Probability Control purposes. I didn’t help myself with my colossal mental fail of the evening; not using MMO’s Indomitable ability to freely push to safety and not be wide open to the Arrows’ line of fire. MMO immediately took big damage and had to flee to the nearby Eleha’al Vine for eventual healing.
To stop the twin Trick Shots, I used Green Lantern to taxi both A) Black Canary in base with both of them and B) Batman nearby to make a follow-up attack next round. The first tactic was thwarted when Canary was KO’d the very next turn and the second, when Songbird built a Barrier to stop Batman.
I thought I was thoroughly hosed at this point; the Barrier would fall and the free Trick Shot pieces would murder Batman with impunity. But I saw an escape route. Batman shadow-warped to an adjoining room to shoot out a wall and counter Songbird’s Barrier, giving Blue Beetle & Booster Gold a chance to take Canary’s place as the tie-up. That was all the stall time I needed to get Martian Manhunter, Green Lantern and Bats into the fight for real so they could clobber Green Arrow for the win before I could lose any more characters. 1-0.
—————-
ROUND TWO was vs. Zach, Wil’s son, running Iron Man (Secret Invasion) + Elite Sniper, Zauriel, Yellowjacket (Secret Invasion #006b), Talia (The Brave and The Bold), Punisher (Secret Invasion), Batman  (The Brave and The Bold), Venom (Hammer of Thor) and Pawn 502. I stuck with the Museum.
I was more careful of my placement this time. Zach wasn’t, putting Zauriel and Iron Man in a spot where my Batman could harass them immediately with “Out of the Shadows.” I decided to swarm Iron Man, taking care to avoid Talia clear on the other side of the map. Pounding and pounding Stark until he was down, I then followed suit upon Punisher and Yellowjacket  (although his high % of Skrull rolls made that take a lot longer than it should’ve). I again lost Canary but she did her job of drawing fire and taking theme PC tokens. 2-0.
—————-
FINAL ROUND was vs. Bradley’s not-quite-themed team of Spectre (Crisis), Wizard Shazam (The Brave and The Bold)Phantom Stranger, Deadman, Jason Blood and Scarlet Witch (Avengers SR).

After surviving Spectre’s first strike on MMO by burning all three of my theme PC rolls, I shot back with Fire & Ice for a successful RCE hit of my own. I again used GL to carry Batman in closer, pushing Fire & Ice to compound the damage to Spectre.
From this point, with Spectre neatly tied down by GL, I began to advance my force in earnest to rid myself of Phantom Stranger, whose 18 Defend was making further hits on Spectre unlikely — especially with 1-3 enemy Probability Controllers to get through. But despite a crit miss or two, I got the Stranger off Defend, took down Spectre and eventually added Phantom Stranger and Scarlet Witch for a commanding win, losing only Green Lantern when my young opponent used Deadman to Possess Fire & Ice into blasting the stuffing out of GL.
Final: 3-0. The prize, appropriately enough, was the Justice League International alternate team ability. :)
Much like the characters in the comics, this is a more effective team than it looks on the surface!

Yes. The cookie throne sculpt IS comic-accurate.

Martian Manhunter (The Brave and the Bold)
After some 5+ versions in HeroClix, they’ve finally gotten J’onn J’onnz exactly right (in spite of the humorously thematic nature of his cookie-mad dial). Hypersonic Speed is a power he’s always needed in ‘clix but never gotten until now because his more iconic Phasing ability has always taken up the slot. Now that and Shape Change are tucked away in a Trait, freeing up his Speed slot for HSS and Mind Control. That trait makes him perfect for the Camouflage feat, which makes him utterly invulnerable to ranged attack (when he’s next to a wall or blocking terrain) since his Shape Change can’t be countered by enemy Outwit. If he gets hit, “Telepathic Invisibility” offers a hefty defense boost. He can sport as high as a 20 DV!
Both appropriate and effective, “Cookie Martian” is thoroughly essential for JLI teams 400 points or higher.
JLI Rating: Bwah-HA-HA-HA-HA-HA!!

Words of unintentional hilarity and uncomfortable truth.

Green Lantern (Justice League SR)
The sole representation of bad-boy Green Lantern Guy Gardner in HeroClix is mediocre. He starts with Charge but his damage is low, his Enhancement shows at the worst spots, and his Flurry SP arrives when his defenses are soft.
But for this team, the Green Lantern Corps TA was invaluable for carrying Black Canary and Batman, and he was able to draw a lot of fire thanks to his starting Invulnerability. I’m not overstating matters to say that at least one game would’ve been lost without him.
(Great. Now he’ll get the swelled head.)
JLI Rating: Bwah-HA-HA!

So HAWT!!!!! And so coooooool.

Fire & Ice
Can you say “damage cannon?” ‘Cause that’s what these babes are, able to hit for 5 via Ranged Combat Expert or 3 and 2 with the Duo Attack. Even better, they can push off it to gain their Barrier+Poison combo SP, making them super versatile. They’re also JLI fixtures, theme-wise. Fit ’em in if you can!
JLI Rating: Bwah-HA-HA-HA-HA!
Don't worry, Scott Free. You and Oberon totally belong.
Mr. Miracle & Oberon
Lots of Perplex really helps the team’s stats. 18 DV + Combat Reflexes also helps the team by tying up someone and being nigh-unhittable. But it’s the combo of Duo Attack and Indomitable that makes MMO a fixture on any team, and with Perplex that means he can deal 10 clicks in two turns. He certainly dealt a lot of clicks in this tourney. (Lunge is a super feat for him, but I didn’t have room for it this time around.)
JLI Rating: Bwah-HA-HA-HA-HA!!

These truly Super Buddies are way better than the slackers they appear to be.

Blue Beetle & Booster Gold
Their damage is low and their starting AV is just an OK 9. But the good news is that they push well to 10 AV and Outwit to help that damage stick. They also sport Perplex on other clicks.
But the reason they, perhaps more than any other member of this team, should be the first to add to your force is “Super Buddies Forever,” which gives adjacent keyword sharers +1 AV. Their double base offers a lot of said adjacency, and it frees up Perplex for damage. YAY!!! And, of course, there’s no piece more worthy for this themed team than the Blue & Gold.
JLI Rating: Bwah-HA-HA-HA-HA-HA!!

Not really happy to be here. But then, when IS Batman happy?

Batman (Justice League #001)
He’s a key piece of course, delivering plenty of clutch moves and yet he’s not the biggest threat. He’s also not as iconic for the team as some of the others.
JLI Rating: Bwah-HA-HA-HA!!
Black Canary (Justice League)
She was only filler. But she was Stealth-shielding, theme-PC-taking, shooter-locking-down filler well worth her points.
JLI Rating: Bwah-HA-HA!!
Hope your own JLI games have Bwah-ha-happy endings!

Seriously. I can’t believe some of the utter FAIL I’ve still been experiencing in HeroClix games lately.

Black Adam. I seem to make stupid tactical FAILs with this character more than any other. Back when he was new back in the Crisis events, I’d do ridiculous things like:

  • use his Impervious 254-point body to shield a 61-point medic from Outwit-equipped snipers. Barely escaped that game with a victory thanks to the time limit.
  • Hit Crisis Spectre hard with a Hypersonic hit and neglected to use the rest of his movement, leaving him completely vulnerable to the wounded but still-dangerous giant. I lost that game, snatching defeat from the very jaws of victory. Giant Hypersonic FAIL.

Lately, I’ve pulled Black Adam back out of the tacklebox. And I’ve made the same sorts of utter FAIL:

  • Used Exploit Weakness on a near-dead KC Shazam instead of HSS, leaving him vulnerable to repeated Lunging Stunning Blows from HoT Daredevil. Utter Hypersonic FAIL.
  • Didn’t use his full HSS speed with a full-health enemy V Icons Superman on the board, and didn’t really have much of a reason why I didn’t get him out of reach. Worse…I didn’t use his lower-pointed passenger to block line of fire to him. About three different FAILs. In one action.

Now with a new Black Adam as part of the Shazam! and Black Adam duo, I had another chance to do well by him…or not. See, I put Lunge on the guy (since he has Close Combat Expert much of his dial) and went to town, using the feat to get a quick one-hit-KO of Max Mercury. But later, I took a HSS chance to try to take out an enemy Brave + Bold Superman and lacked the speed to get back to relative safety.

Wasn’t until much later that I realized I’d forgotten Lunge, that would have given me the extra movement to not get so easily ganged up on by BB Superman and Wizard Shazam. Amnesiac FAIL.

In the same game, I utterly forgot BB Metallo was Indomitable, thus losing crucial attack chances. Lost that game. Double FAIL.

In the game previous, I didn’t use Goodness & Mercy’s SP Willpower to chase down a healing enemy. SP FAIL.

These FAILs paled next to today’s though.

Scenario: My Extant, way up on points and on his 1st click against enemy Flash (Justice League Super Rare) has a shot at long range. Afraid my 10 AV isn’t enough hit an 18 DV + Super Senses, I Phase in close. Flash proceeds to alternately Flurry, Hypersonic and generally pummel my weakening Extant to KO.

I wasn’t finished. Same tournament, tired of trying and failing to hit an enemy Black Flash, I pursue and base a wounded Max Mercury hiding on an Eleha’al Vine. Max uses Flurry to land 8 consecutive attacks to deal (with the other White Knight) my reducer-less Extant a bitter defeat.

Extant has full-dial Phasing and a 10 range. 10 RANGE! WHY WAS I BASING NON-STEALTHED CHARACTERS THAT COULD USE FLURRY….TWICE?!?

Worst bit of FAIL since forgetting to play my TKer in the last FAIL article.


Read the introduction to the series here.

E101 RAGNAROK

What, it's the end of all things AGAIN?

WHAT TO BRING: Characters cards and/or keyword lists to make sure the  characters are accounted for correctly.
THE SETUP: All characters on a player’s force that have the keyword possessed by the most characters on that force (or the character that has the highest point value, if the characters possess no common keyword) are that player’s “Asgardians”. Any remaining characters are that player’s “Monsters”. Then, characters that have the Asgardian or Monster keyword can choose to become part of the group matching their keyword. Place eight objects on the battlefield instead of six, and do not replace any of them with special objects.
WHAT IT MEANS: Themed teams will lose out on some of the conditions and effects of the dial, so you might not want to build one. Super Strength will have a field day.
TURN THE DIAL: At the end of each round.
WHAT IT MEANS: Steady-moving event dial.
Treacherous Loki  (brown, slots A-C): Choose a friendly character. The character can use Outwit and Perplex.
WHAT IT MEANS: You might want to field anti-Outwit tactics (Stealth, Fortitude, Outsmart, certain team abilities) because you WILL be facing the power. By the same token, building in a character to best use this effect would be a good strategy. But you don’t really have to, since you can switch your “Loki” from turn to turn.
A Mob of Mjolnirs  (lime, slots A-C): Monsters can pick up objects as if they possessed Super Strength. All objects deal 1 additional penetrating damage when used in an attack.
WHAT IT MEANS: No need to build in Super Strength to use all those extra objects…at first. But because the effect doesn’t last long, it doesn’t hurt to have some actual Super Strength on the team.
March of the Trolls (blue, slots C-E): Monsters modify their speed values by +2.
WHAT IT MEANS: Move and attack powers get a boost here, so try to fit some among your non-Asgardians. It also helps your monsters act as good tie-up sacrifices.
Rally at Vanaheim (black, slots E-F): Asgardians can use Regeneration.
WHAT IT MEANS: The majority of your build gets a second wind (maybe). Here it pays to build in piece that actually has Regeneration among your Asgardians and feat it with Automatic Regeneration to get extra mileage from this effect.
Fall of the Trickster (yellow, slots G-J): Characters can’t use Outwit or Perplex.
WHAT IT MEANS: Suddenly all those powers and abilities you were so worried about earlier are safe. Now’s a good time to push the advantage, especially in conjunction with the next (and concurrent) dial effect…
The Odin Force Returns (cyan, slots G-J): Choose a friendly character. The character can use the following powers as if it had a range of 12: Energy Explosion, Psychic Blast, Pulse Wave, and Quake.
WHAT IT MEANS: Field someone with high attack value and Running Shot and try to make sure they survive to this point so they can viciously explode your enemies to cinders.
Last Battle (red, slots I-K): Once per action, Asgardians given an action or declared the target of an attack can modify one of their combat values by +1 until that action resolves.
WHAT IT MEANS: No Perplex (thanks to “Fall of the Trickster”)? No problem!
All That Remains (orange, slot L): The game ends immediately. Each player receives 10 fewer victory points for each character on an opposing force that was not defeated.
WHAT IT MEANS: Here’s where building a bigger force (that survives) can yield some dividends. On the other hand, KOs are still king, and and smaller team of beaters will give up fewer points (again, if they survive).
SUMMING IT UP: This dial is about speed-fighting to the absolute death, gaining as many KOs as possible in 11 rounds. Build for such and throw caution to the wind.