Marvel HeroClix Wish-List: M.O.D.O.K.’s Hover-Chair (Vehicle) (v1.1)

Title says it all.

But, here’s another 3,000 words or so in pictures….

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Wish-List: M.O.D.O.C. Squads (Brubaker Era, v1.7)

Upfront: Not a “re-post” of an older post. Ground-up post, recycling older ideas from several older posts, adding a few new ideas. First posted about these guys around 2010. Afraid we’ll never see them. Hoped to see them in the CAPTAIN AMERICA set. Didn’t. Hope they could be part of a “MARVEL MONSTERS & VILLAINS” set. 

The “M.O.D.O.C. Squad”. Two versions of this concept, coming from writer Ed Brubaker’s incredible, seminal run on the various Captain America titles. A definite threat to Cap. In away, a spin of the “Man Out of Time” motif that sometimes recurs in Captain America comics: Steve Rogers, Captain America, is the first “super-soldier”, and as the origin goes, the process turned him into a “peak human” fighting machine. But, that was during WWII. Is he “outdated”. Well, this being superhero comics, the “old warhorse” still takes these teched-up clowns to school, goes all “Old Army” on their asses.

The “M.O.D.O.C. Squad” first appeared in issue #8 of Brubaker’s inaugural run. The acronym stood for “Military Operative Designed Only [for] Combat” (as opposed to “public relations” or something, I guess). Assumptions: Bionic enhancements. Sensory enhancements, benefits multiplied by sharing the input data among the hive-mind. These guys have been able to increase their own speed during combat, although Cap takes them down fast enough that we (the readers) never get a sense at how far they can take that, and what kind of effect that has on their bodies. A.I.M. probably knows, which is why they can only do it in stages, in response to threat assessments of their opponents; I assume AIM is trying to “prolong the service life” of their property. On the surface: maybe a mix of the tech AIM has used to create M.O.D.O.K., “dumbed down” and possibly spliced with their Adaptoid tech.

The second version appeared in Brubaker’s “Captain America: Reborn” limited series. The acronym “M.O.D.O.K.S.” apparently stood for “Military Operatives Designed Only [for] Killing Superhumans”, which they failed to do, quite spectacularly. I guess all the bugs hadn’t been worked out. Really, they come off as just a visual gimmick. Norman Osborn created M.O.D.O.K.S. for use by his H.A.M.M.E.R. organization and they were co-opted by the Red Skull and Crossbones in the “Reborn” story.

I prefer to think of them as “M.O.D.O.C., Types I & II”.

Things I’d like to see in HeroClix:

  • Two types, playing off of the venerable Jack Kirby concept of M.O.D.O.K. (“Mental Organism Designed Only [for] Killing; originally it ended with a “C” for “Computing. It was the 1960’s, and he could have represented “a human turned into a mainframe computer”.)
  • “Type I” looks like a special forces soldier, with a sci-fi spin. Vest/body armor and a headband that looks similar to tech on MODOK’s hover-chair. Unclear if they were surgically implanted cybernetic enhancements,  sort of an “overlay” (equipment to be worn and removed as needed.
  • “Type I” appeared to be linked/networked in a “hivemind”. Appeared to share sensory input of their surroundings, react quickly to their opponents and changes in their environments. Also, could “boost” their speeds, by at least 15% at a time; no indications if this was detrimental over the long term in anyway. Cap took them down as quickly as possible as soon as he realized how quickly they were starting to adapt.
  • “Type II” appeared in the “Reborn” storyline, looked more like MODOK, but apparently without the mental powers (like psychic domination, mental telepathy, projection of psychic energy as beams or blasts). Emphasis was on a flying heavy-weapons platform, again linked in a kind of “hivemind” to aid in coordinating tactics and directing fire.
  • Obviously, they’d make great “generics”.With the Marvel and DC 10th Anniversary HeroClix sets in 2012, WizKids did an amazing job retooling its “BattleField Promotion” mechanics.
  • With “Battlefield Promotion” and given some “split dial” designs we’ve seen lately, WizKids could put a set of 3-click stats on a dial that “BP’s” into a 5 or 6-click set of stats. Points: 25 points and 45 points. I can’t decide on particulars between the 25 and 45 point version, though. The 45-point one has to be the better all-around combatant of the two. Have to reflect the info-sharing of the hive-mind for both. So, should the 25-point be mostly about *competent” generic-level stats (8/16, capped 2 damage) and mostly about basic “pawn” functions, just very good at them (Leap/Climb for mobility, Plasticity, Combat Reflexes, Range value of 4 or 5) ? That would make the 45-point slightly better (9/17 down the dial? access to the Move & Attack ability? maybe Super Sense and BCF?)
  • So, should the 25-point be mostly about *competent” generic-level stats (8/16, capped 2 damage) and mostly about basic “pawn” functions, just very good at them (Leap/Climb for mobility, Plasticity, Combat Reflexes, Range value of 4 or 5) ? That would make the 45-point slightly better (9/17 down the dial? access to the Move & Attack ability? Maybe Super Senses and BCF?)

  • If WizKids is feeling frisky, that second set of stats could further “Battlefield Promote”   a new figure, with maybe 7 or 8-clicks of life, possibly with some sort of new-fangled “Wild Dial” mechanic, as we’re looking to see used on characters in the AMAZING SPIDER-MAN set (FEB 2013). Points? Not sure. 55? 60? A third MODOC soldier on another dial, at 55 points, and maybe at its “peak”, a MODOC soldier that has survived other engagements and has a slighty more “Leader-type” role to play when around the other two MODOCs.  Maybe a “Reverse-Minion” Special Power or Trait?  Not sure; I didn’t like that for the CAPTAIN AMERICA set’s Adaptoid/Super-Adaptoid, as you couldn’t get the most out of the Super-Adaptoid without having a few of the lower-point Adaptoids on the team.

  • There’s also still the option of some sort of “Minion” special power or Trait ability. I love the idea of having both the 25-point and the 45-point MODOCs on the same dial, as either “split-dial” or “multiple starting line’ designs.  But, we could instead have a “split-dial” 25 point MODOC with the Battlefield Promotion SP for one choice, and a “Minion” power for another choice.  Have the 45-point and the 55-point MODOC on the same dial instead, having “multiple starting line” and/or Battlefield Promotion.
  • In a twist not hinted at whatsoever in the comics, maybe a “Battlefield Promotion” of a “Type I” into a “Type II”??
  • As far as the more-MODOK-looking “Type II” MODOCs, would be kinda cool to assume that maybe AIM intended them work with the ” ” MODOCs. Kinda like the “Type II” is a “tank/Bradley Fighting Vehicle”, the “Type I’s” are infantry. AIM’s version of “combined arms tactics”. So, make MODOKS a Vehicle. 🙂 They are their own “Pilots”; the MODOCs are “Passengers”.
  • One of the trends in the game has been to make generics around (or often above) 30-points, and really pretty effective combatants. I see these MODOKS as a more expensive generic.  Maybe 60 to 70 points.  Range-based attacker, obviously.
  • Options for design?  (A) Actually give the buggers a Range value of 12.  Energy Shield/Deflection.  That’d scare your opponent.  No Penetrating/Psychic Blast, though.  Damage values of 2 and 3 down the dial, maybe some Energy Explosion, as a Special Power so they can have 3 Targets when using EE.  Simple, bringing some firepower to Hydra, AIM, or the Red Skull.  Or, (B) go counter-intuitive for a ranged-based character and give them a 6 range value and an SP that allows the “Neapolitan selection” of the standard ranged powers.
  • Either way, Minion “linked mechanics” for “buffing-up” attack values when other MODOKS are around, or maybe the ability to use the Ultimates TA when near each other.  Or, since they *might* rely on a hivemind over individual interactions with non-MODOKS, they could only benefit from the use of the Hydra TA coming from another MODOKS, but up to 3 squares away.
  • Maybe mimic the M-11 from HoT by way of a steady stats down the dial, BUT (!) only 4 or 5 clicks of life; one solid hit by a ‘big gun’ superhero should take them down.  The problem should be getting in close to them.  If (B), they should have some move-and-attack ability to use with that short-ish range value; if (A), well, the 12 range is scary enough as it is uncommon in today’s game.
  • Assuming they aren’t made as Vehicles, it would be cool for them to have the {Transporter/Wing} symbol, but just the {Wing} symbol would be fine as well.
  • If it’s a Vehicle: Came up with a bit of a Trait-based gimmick for these things as well.  Stick with me on this:  The first row of “K.O.” is *NOT* K.O., but the Special Object {Gear} symbol! (The {Gear} symbol is often used for Special Objects.) When it takes damage and hits this {Gear} symbol, the player stops turning the dial and places it in the squares where it was originally.  Since I imagine the MODOKS sculpt to be mounted length-wise on a “peanut” double-base, he/it becomes this massive Special Object, considered “blue ringed”.  Characters with Super Strength could rotate the way it faces, pivoting it around either end of the “peanut”.  It other wise can’t be moved.
  • You’d have to do 3 damage to it in one go — just like a regular object — to destroy it as normal and remove it from the map.  Until then, characters could use it in a similar fashion to the Broken Drone 3D object from DANGER ROOM or the Laser Turret special object: Give an adjacent character with the Spy, Soldier, or Scientist keyword a power action.  They may use the damaged MODOK-S to make a ranged combat attack as a free action, using line of fire originating from MODOK-S, as if he had a range of 6.  The attack deals 1 damage, but does not destroy the “MODOK-S turned 3D special Object.”
  • And if you’re wondering, this inspired by a panel in the “Reborn” story where — I believe — “Bucky-Cap” kicked a downed Super-MODOK and it fired at another Super-MODOK.MODOC_Squads_Mash-Up_IIMODOC_Squads_Mash-Up_I

EDIT (2016-02-19): Just adding in some more pictures. Still want to see these guys. Otherwise, just some spellchecking.

modoc_squad

avengers_a-i_modoc_squad.jpg 003_modoc_squad.jpg 002_modoc_squad.png 001_modoc_squad.png 000_modoc_squad.png

MODOC_Squad_005

M.O.D.O.K. & Vehicles (v1.1)

Someone over on HCrealms.com started a thread suggesting HeroClix Vehicles based on Marvel Comics properties. I piped up about wanting Giant/Colossal Vehicles and associated Pilots. Brought up the Shogun Warriors again, and Red Ronin. And suddenly remembered how MODOK used a gigantic exoskeleton once or twice.

This lead the irrational need to make a new “collage”. And it started out as *just* about the exoskeleton. Then everything else MODOK-related that I’ve ever wanted to see become HeroClix sort of “creeped in”. Including the Brubaker-created M.O.D.O.C. “hivemind” Super-Soldiers and the “MODOK-S Heavy Weapons Platforms”, which I’ve covered before. (Repeatedly.)

I’ll probably elaborate on this in an update, later.

 

Wish-List: M.O.D.A.M. (Marvel) (V1.6)

CA413_MODAM_Large

M.O.D.A.M., appearing in the 1980’s/90’s, seemed to be intended as a replacement for M.O.D.O.K.

M.O.D.O.K. had been assassinated by the Serpent Society, under contract by A.I.M.  I don’t find her as interesting as the original.  Don’t think writers and editorial at Marvel did either, as MODOK was “resurrected” in the 1990’s and continues to be a interesting supervillain that spawns all manner of shenanigans for the Marvel heroes.

MODAM, my opinion, looked to have less in the way of raw psionic power compared to MODOK, but her “hover chair” had more weapons.  (I wonder if she was more of the prototype for the army of “Super-MODOKs” that appeared in “Captain America: Reborn” than the original MODOK?)  Given what WizKids did for MODOK in last July’s CAPTAIN AMERICA Marvel HeroClix set, I would hope to see just as impressive a sculpt for MODAM.  Along with the “Super-MODOK”, I wonder if she might be a “Super-Booster” candidate?

Potential powers and “Neapolitan special powers” and abilities run the gamut:

  • The usual “psychic/psionic” powers: Mind Control, Telekinesis, Force Blast, and/or Penetrating/Psychic Blast.
  • The usual “evil genius” powers: Outwit, Perplex, Probability Control.
  • The usual powers used for “advanced weaponry”: Ranged Combat Expert, Energy Explosion, possibly Quake.
  • May definitely qualify for Running Shot or Charge, but I’d rather see her with {Wing/Transporter}, which would cover Flight, Carry, and Move & Attack abilities.
  • The telescoping, pincered mechanical arms hint at a Special Power involving the Giant Reach ability, or at least Plasticity; wouldn’t object to some sort of Capture variant either.
  • MODOK’s defensive abilities have been represented via damage reducers as well as ES/D; the latest also had Regeneration, as a nod toward “self-repair” tech.  All would be applicable to MODAM.
  • Typical thing to do is slap the Hydra TA on her, since she’s another AIM creation.  But, I think I’d rather save those points for other abilities; voting “No TA”.
  • Keywords: So far in the comics, she has never really been represented as a “Scientist” type, as MODOK has.  Definitely should get the “AIM” keyword, and given how she’s been used by AIM, maybe the “Soldier” or “Warrior” keywords as well.  In a twist, I think it would be neat to give her the “Armor” keyword; shaky justification, though.

As per the tags at the top of the page, she could be part of a “supervillains”, “Captain America/Avengers”, or “Marvel Monsters/sci-fi” theme.