Building for the Event Dial [part 12]: Dial “H” For Hero

The series resumes, with new installments coming fast and furious over the next two weeks. Read the introduction to the series here and catch up on previous entries here.

E005 DIAL “H” FOR HERO

WHAT TO BRING: a few slips of paper or some tokens to keep track of powersets.
THE SETUP: Before the first player’s first turn, roll 2d6 and turn the dial a number of times equal to the result.
WHAT IT MEANS: There’s no way to know what powerset you’ll dial up at first. So don’t try to plan for it.
MORE SETUP: Once during a player’s turn, that player can choose one of his or her characters and an event currently showing on the dial. As long as the event is showing on the dial, all of the chosen character’s powers and combat values are ignored, and it is considered to possess the ability symbols and combat values and can use the standard powers indicated by the event. If damage is dealt to the character or the character is healed while it is using the powers and abilities provided by the event, the character’s dial is turned appropriately. All of the character’s ignored powers and values return immediately when the event no longer shows on the dial.
WHAT IT MEANS: Even your bystanders and other low-level pieces can become super-powered heroes, so it’s worth fielding some with powerless dials, since their natural powers and stats are ignored anyway until the power effect wears off. I recommend some of the oldest HeroClix pieces, ones with few powers but long dials.
Also note that you can add 1 additional “‘H’ for Hero” character each turn if you like, and there’s no rule against multiple characters choosing the same powerset (though there probably should be. Decide among your play group). Finally, each character still gets to keep its natural team ability.
TURN THE DIAL: At the end of each turn, roll 2d6. On a result of 2-5, turn the dial a number equal to the result.
WHAT IT MEANS: Low rolls means potential loss of the dialed hero. But since this is a nonstop dial, you may see your favorite powerset come around again.
This section functions as a mini-review of the Dialed Heroes.

COMETEER (red, slots a-d)

Wing            12 Force Blast
Fist            9 Quake
Defense            17 Combat Reflexes
Damage            2
Range            6 x 1

WHAT IT MEANS: Despite having range and knockback-generating powers, Cometeer is best in close with an effective 19 DV in melee. A good pick if you’re getting swarmed.

PLASTIC MAN (orange, slots b-e)

Boot            8 Plasticity
AV            10
DV            17 Super Senses
Dmg            2 Shape Change
Range            0

WHAT IT MEANS: Turns you into tie-up extraordinaire. Good Attack Value, too. Another good choice if already based, especially if you’ve got other shooters on the team.

CASTOR AND POLLUX (yellow, slots d-g)

Boot            8 Charge
Duo            10 Incapacitate
DV            16 Super Senses
Damage            3
Range             0

WHAT IT MEANS: The lone Duo character among the Dialed, Castor & Pollux are a strong offensive melee character. Charge, Duo Attack and Incap give them a lot of ways to deal hurt. Too bad their defense is a bit soft.

TOMMY TOMORROW (lime, slots c-f)

Wing            8 Running Shot
AV            10 Energy Explosion
DV            16 Energy Shield/Deflection
Dmg            1
Range            6 x 1

WHAT IT MEANS: Tommy is all-range, all the time. Don’t let him get into a boxing match. At least as a flier he can move about fairly freely and get an effective 19 DV in hindering terrain.

CHILLER (green, slots a-b, k-l)

Boot            8 Running Shot
AV            9 Incapacitate
DV            16 Barrier
Dmg            2
Range             6 x 1

WHAT IT MEANS: Another range specialist but not as good as Tommy. Chiller IS good for two-turns-in-a-row Barrier, at least.

THE MOTH (cyan, slots e-h)

Wing            9 Stealth
AV            10
DV            16 Energy Shield/Deflection
Dmg            1 Ranged Combat Expert
Range             0

WHAT IT MEANS: Moth is a mess. Stealth — assuming you’re using it right — makes Energy Shield/Deflection largely useless. Zero range value makes Ranged Combat Expert entirely useless. Avoid completely unless you’re running two or more Perplexers (or Contingency Plan) to give him a surprise shooting ability.

RAGNAROK, THE COSMIC VIKING (blue, slots f-i)

Boot            8 Charge
AV            10 Blades/Claws/Fangs
DV             18 Toughness
Giant            2 Battle Fury

WHAT IT MEANS: A bit soft-skinned for a towering giant, but you could do worse than this fellow with staggering damage potential.

FUTURA (purple, slots g-j)

Wing            11 Hypersonic Speed
AV            9 Telekinesis
DV            18 Super Senses
Dmg            2 Probability Control
Range             8 x 1

WHAT IT MEANS: Futura is so incredibly versatile that when you see purple on the dial, you should just automatically pick it if you can.

FERRONAUT (brown, slots h-k)

Boot           9 Leap/Climb
AV             10 Super Strength
DV            16 Invulnerability
Dmg             3

WHAT IT MEANS: The toughest of all the Dialed Heroes, Ferronaut can can get  up in a face and smash it.

CADUCEUS THE HEALER (black, slots i-l)

Wing            7 Phasing/Teleport
AV            10 Pulse Wave
DV            18 Defend
Dmg            1 Support
Range            8 x 1

WHAT IT MEANS: Lookit all that YELLOW! This is the ultimate support dial — able to boost defense, heal or taxi away friends with ease. Ignore the 1 damage Pulse Wave unless you know you can hit a target on its later clicks.

POWERHOUSE (grey, slots j-l, a)

Boot            8 Charge
AV            9 Super Strength
DV            16 Toughness
Dmg            2 Close Combat Expert
Range            0

WHAT IT MEANS: Powerhouse is an OK melee choice.

TIDAL WAVE (white, slots a-c, l)

Swim            9 Phasing/Teleport
AV            9 Incapacitate
DV            17 Barrier
Dmg            2 Shape Change
Range            4 x 1

WHAT IT MEANS: Not bad but not great.

SUMMING IT UP: “Dial ‘H’ for Hero” is a fun event dial that can actually be played at random with relative ease.
Next stop: the far future. Be here Monday!

1 comment

  1. This dial is a lot of fun for smaller point games. I know I had a lot of fun with Ragnarok the Cosmic Moloid. You’re right that The Moth is kind of a mess, but he’s the only one with stealth, so if you need to not get shot at for a few turns, he’s your man. It probably wouldn’t be a terrible idea to house-rule that he has either a) a range of 4 (like Ult. Wasp) or b) sharpshooter, so he can some utility out of his RCE. Can’t be hit at range, and if you get next to him, he can hurt you.

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