[b]Clockwork[/b]
Clockwork is a giant, rampaging mechanical monstrosity... sort of like a steampunk version of Omnitron, but without drones. Unity discovered it while exploring a long-abandoned warehouse, where it had been dormant for centuries judging from the amount of dust and cobwebs (although oddly no rust) covering it. Fascinated, she cleared it off and noticed that it was basically an enormous wind-up toy, complete with oversized key in the back and everything. She just HAD to see what it did! Throwing caution to the wind, she wound it up a little. Unfortunately, what it did was start destroying everything in sight, immediately busting through the wall and out into the city. She tried to use her power to stop it, but something inside of it resisted her. Could that thing have been... alive? Well, whatever was going on she knew it was her responsibility to stop it... somehow.
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Clockwork -- 100hp
Wound-up Wrecking Machine
Setup: Put Clockwork's character card into play "Wound-up Wrecking Machine" side up. Search the villain deck for the "Wind-Up" card and put it into play with 10 damage tokens on it, then shuffle the deck.
If the Wind-Up card ever has zero counters on it, flip Clockwork's character cards and immediately end its turn.
Clockwork is immune to toxic damage.
Advanced: Start the Wind-Up card with 15 tokens.
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Wound-down Wreck
At the start if the villain turn, add H tokens to the Wind-Up card.
Cards from the villain deck cannot be played.
Whenever Clockwork takes damage, add that many tokens to the Wind-Up card.
At the end of the villain turn, if there are 10 or more counters on the Wind-Up card, flip Clockwork's character cards.
Clockwork is immune to toxic damage.
Advanced: Add an additional token whenever Clockwork takes damage.
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The "Wind-Up" card is indestructible and simply features an illustration of a giant clockwork spring and/or key. Feel free to add a limit as to how many tokens can be put on this card (maybe 20).
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**Note: Every card in Clockwork's deck (other than the Wind-Up card) is a One-Shot.**
Letting Off Steam (x3) (Illustration of clouds of nasty-looking steam venting from all areas; sort of like Bunker's "External Combustion.")
Clockwork deals each non-Villain target 2 toxic damage.
Remove one token from the Wind-Up card.
"Great. Now my hair is going to be all frizzy. Where's that blow dryer...?" -- The Wraith
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Spinning Fist Strike (x3) (Illustration of the entire upper half of Clockwork spinning around at high speeds, arms outstretched; like Tik-Tok in Return to Oz if you've ever seen that, only more destructive.)
Clockwork deals the H-1 non-Villain targets with the most HP 4 melee damage.
Remove H-1 tokens from the Wind-Up card.
If there are tokens on the Wind-Up card, play the top card of the Villain deck.
"Don't get too close!"
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Bulldozer Punch (x3)
Clockwork deals the Hero target with the most HP 6 melee damage.
Remove three tokens from the Wind-Up card.
If there are tokens on the Wind-Up card, play the top card of the Villain deck.
"This thing hits like a bus!" -- Haka
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Bringing Down the House (x2)
Destroy all environment cards. Clockwork deals X+2 melee damage to each Hero target, where X is the number of cards destroyed this way.
Remove three tokens from the Wind-Up card.
"That was a load-bearing wall!" -- Mr. Fixer
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Collateral Damage (x3) (Illustration of flying wreckage hitting heroes hanging back from the immediate melee.)
Clockwork deals 2 projectile damage to all non-Villain targets except the H-2 with the highest HP.
If there are tokens on the Wind-Up card, play the top card of the Villain deck.
"Even when it's not hitting us it hits us. We have to move to more open space!"
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Structural Damage (x3)
Play the top card of the Environment deck.
Remove one token from the Wind-Up card.
If there are tokens on the Wind-Up card, play the top card of the Villain deck.
"Heads up! I think it just made a new door."
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Smash and Crash (x4)
Clockwork deals H-2 damage to the Hero target with the lowest HP.
Clockwork deals H damage to the the Hero target with the highest HP.
Remove two tokens from the Wind-up Card.
If there are tokens on the Wind-Up card, play the top card of the Villain deck.
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Busted Spring (x1)
Remove all tokens from the Wind-Up card.
Unity: "Huh. I guess they just don't make them like they used to."
Absolute Zero: "Who [i]else[/i] made these?!"
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Renewed Energy (x1)
Clockwork recovers 10 hp.
Add one token to the Wind-Up card.
Play the top card of the Villain deck.
"Doesn't this thing ever stop?" -- Tachyon
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Magnetic Sledgehammer (x1) (Illustration of an electrically-charged punch blasting Bunker in the chest.)
Clockwork deals H lightning damage to the Hero target with the most Equipment in play. Destroy all but one of that target's Equipment.
Remove two tokens from the Wind-Up card.
If there are tokens on the Wind-Up card, play the top card of the Villain deck.
"I dunno what that thing hit me with, but my system just went nuts!" -- Bunker