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S8 Game 6: LeeMac's X-Force vs. CaptKool's LoSH
Games end June 22
LeeMac's X-Force
1) U War Machine 137pts
2) R Archangel 99pts
w/Auto Regen 12pts
3) R Cable 76pts
w/Inside Info 4pts
4) R Domino 35pts
5) R X-23 35pts
398pts
LO x3
Captkool's LoSH
1) E Dawnstar 60
w/ Armor Piercing 10
2) V Deadman 87
3) E Karate Kid 63
w/ Not So Special 3
4) E Scandal Savage 60
w/ Secret Six 3
5) R Chameleon 30
w/ Armor Piercing 10
6) R Live Wire 22
7) R Cosmic Boy 45
8) Legionairre 4
9) Legionairre 4
398
BFC: Loyalty
After forces are placed in their starting areas but before the first player's first turn, each wild card must choose a team ability that can be copied by wild cards and is possessed by a friendly character. The wild card possesses the chose team ability until the end of the game and can't use any other team ability.
mm028 R Domino
Team: No Affiliation
Range: 6
Points: 35
Keywords: Soldier
7
9
15
2
7
8
15
2
6
8
14
2
6
7
14
2
5
7
13
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
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KO
KO
KO
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KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
mu030 R X-23
Team: No Affiliation
Range: 0
Points: 35
Keywords: Mutant, Teen, Weapon X
8
9
16
1
7
9
15
2
7
9
15
2
6
8
14
1
6
7
14
1
KO
KO
KO
KO
KO
KO
KO
KO
KO
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KO
(Attack) Programmed Assassin: X-23 can use Stealth. When she occupies hindering terrain and makes a close combat attack, modify her attack value by +1.
Jeremiah 29:11
Heroclix Fantasy League Season 11 - X-Men: The Jean Grey School
Restaurant Exhaust Hood Cleaning
Birmingham, Alabama www.sentinelcleaninginc.com I BUILT IT![SIGPIC][/SIGPIC]
aa020 E Anarky
Team: Batman Ally
Range: 0
Points: 70
Keywords: Gotham City, Politician, Teen
7
9
16
2
7
9
15
2
7
8
17
2
7
8
17
2
10
8
15
1
10
7
14
1
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
(Speed) Boom Tube: Anarky can use Phasing/Teleport and the Carry Ability.
(Attack) Tools of Change: Anarky can use Quake and Smoke Cloud. After Anarky uses Smoke Cloud, he can be given a move action as a free action.
(Damage) The Essence of Anarky is Surprise: Anarky can use Outwit. Anarky can use Probability Control if before using the power you remove an action token from an opposing character not currently taking an action.
bd003 V Deadman
Team: Mystics
Range: 6
Points: 87
Keywords: Brightest Day, Mystical, White Lantern Corps
10
10
18
2
8
10
17
3
8
9
17
2
8
9
17
2
10
10
16
2
9
9
16
2
KO
KO
KO
KO
KO
KO
KO
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KO
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(Attack) White Rebirth: Deadman can use Support and Telekinesis. When he uses support, his minimum result is 2. (Defense) LIVE!: Deadman can use Regeneration. When turning the dial, if this click is revealed due to damage taken from an opponent's attack, stop turning the dial. (Damage) Summon the White: Give Deadman a power action. Any number of friendly characters with the Brightest Day and/or White Lantern Corps keywords can be placed adjacent to him, up to the number of adjacent unoccupied squares. Those characters can't be given actions until your next turn.
Prerequisites: Leadership or Mastermind
Choose a character.
If the character's controller does not use all of his or her actions for a turn, put a contingency token on this card if there are two or fewer tokens on this card. When a friendly character is given action, you can remove any number of tokens from this card: The character modifies the friendly character's speed, attack, or range value by +1 for each token removed.
When the character loses Leadership or Mastermind, remove all contingency tokens from this card.
sm022 E Sun Boy
Team: Legion of Superheroes
Range: 7
Points: 79
Keywords: Future, Legion of Super Heroes
8
10
17
3
8
9
16
2
8
10
16
2
7
9
16
2
7
9
15
2
6
8
15
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
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KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
(Attack) Radiant Spectrum: Sun Boy can use Penetrating/Psychic Blast and Pulse Wave.
Prerequisites: Pulse Wave
Choose a character.
When the character use Pulse Wave, its damage does not become 1 for the attack. Use the character's unmodified damage value for the attack, regardless of how many clear lines of fire can be drawn.
After resolving this action, the character takes 2 pushing damage that ignores Willpower and team abilities; remove this Nova Blast from the game.
aa014 E Scandal Savage
Team: Suicide Squad
Range: 0
Points: 60
Keywords: Martial Artist, Secret Six
9
10
17
2
8
10
17
2
8
9
16
2
7
9
16
2
7
8
15
2
7
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14
2
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KO
KO
KO
KO
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KO
KO
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KO
KO
KO
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KO
KO
KO
KO
KO
Secret Six
Whenever a character using this team ability is KO'd, you may roll a d6 and subtract 2 (minimum 1). Deal that much damage, divided as you choose, among any number of opposing characters adjacent to the square the KO'd character occupied.
un037 R Chameleon
Team: Legion of Superheroes
Range: 0
Points: 30
Keywords: Future, Legion of Super Heroes, Teen
8
7
14
1
8
6
14
1
7
6
13
1
7
5
13
1
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KO
KO
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KO
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KO
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KO
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KO
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KO
KO
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cj043 R Cosmic Boy
Team: Legion of Superheroes
Range: 0
Points: 45
Keywords: Future, Legion of Super Heroes, Teen
8
8
15
1
8
7
14
1
7
7
14
1
7
6
13
.
6
6
12
.
KO
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orB002 Legionnaire
Team: No Affiliation
Range: 0
Points: 4
6
6
14
1
KO
KO
KO
KO
Last edited by LeeMac38; 06/10/2012 at 14:59..
Jeremiah 29:11
Heroclix Fantasy League Season 11 - X-Men: The Jean Grey School
Restaurant Exhaust Hood Cleaning
Birmingham, Alabama www.sentinelcleaninginc.com I BUILT IT![SIGPIC][/SIGPIC]
LeeMac's X-Force
1) U War Machine 137pts I23
2) R Archangel 99pts K23
w/Auto Regen 12pts
3) R Cable 76pts L23
w/Inside Info 4pts
4) R Domino 35pts H23
5) R X-23 35pts J23
398pts
LO: D13, I14, I15
Captkool's LoSH
1) E Dawnstar 60
w/ Armor Piercing 10
2) V Deadman 87
3) E Karate Kid 63
w/ Not So Special 3
4) E Scandal Savage 60
w/ Secret Six 3
5) R Chameleon 30
w/ Armor Piercing 10
6) R Live Wire 22
7) R Cosmic Boy 45
8) Legionairre 4
9) Legionairre 4
398
BFC: Loyalty
After forces are placed in their starting areas but before the first player's first turn, each wild card must choose a team ability that can be copied by wild cards and is possessed by a friendly character. The wild card possesses the chose team ability until the end of the game and can't use any other team ability.
thanks for posting Lee. i need to double check with TVK cuz i submited my team twice and this is my last game's team. TVK is the guy we're supposed to send them too right?
WW 05 Champ.Gen con 2014 Teams 3rd place/fellowship, Nationals '15 Top 8 ROC State 2015 2nd place 2016 WKO Arizona Champion
LeeMac's X-Force 1) U War Machine 137pts I23
2) R Archangel 99pts K23
w/Auto Regen 12pts
3) R Cable 76pts L23
w/Inside Info 4pts
4) R Domino 35pts H23
5) R X-23 35pts J23
398pts
LO: D13, I14, I15
Captkool's LoSH
1) E Anarky 70 O-2
2) R Chameleon 30 O-1
(Mystics)
3) E Scandal Savage 60 N-2
w/ Secret Six 3
4) R Cosmic Boy 45 M-2
(Batman Ally)
5) E Sun Boy 79 (Mystics) N-1
w/ Nova Blast 10
6) V Deadman 87 M-1
w/ Contingency Plan 12
7) Legionnaire 4 P-1
400
398
BFC: Loyalty
After forces are placed in their starting areas but before the first player's first turn, each wild card must choose a team ability that can be copied by wild cards and is possessed by a friendly character. The wild card possesses the chose team ability until the end of the game and can't use any other team ability.
LeeMac's X-Force 1) U War Machine 137pts I23
2) R Archangel 99pts K23
w/Auto Regen 12pts
3) R Cable 76pts L23
w/Inside Info 4pts
4) R Domino 35pts H23
5) R X-23 35pts J23
398pts
LO: D13, I14, I15
Captkool's LoSH
1) E Anarky 70 M-7
2) R Chameleon 30 M-6@
(Mystics)
3) E Scandal Savage 60 O-7
w/ Secret Six 3
4) R Cosmic Boy 45 N-7@
(Batman Ally)
5) E Sun Boy 79 (Mystics) N-6@
w/ Nova Blast 10
6) V Deadman 87 M-1
w/ Contingency Plan 12 @
7) Legionnaire 4 P-1
400
398
BFC: Loyalty
After forces are placed in their starting areas but before the first player's first turn, each wild card must choose a team ability that can be copied by wild cards and is possessed by a friendly character. The wild card possesses the chose team ability until the end of the game and can't use any other team ability.
1) Archangel moves to T14 and carries Cable to T13
2) War Machine moves to J16 and carries X-23 to J15
LeeMac's X-Force 1) U War Machine 137pts J16@
2) R Archangel 99pts T14@
w/Auto Regen 12pts
3) R Cable 76pts T13
w/Inside Info 4pts
4) R Domino 35pts H23
5) R X-23 35pts J15
398pts
LO: D13, I14, I15
Captkool's LoSH
1) E Anarky 70 M-7
2) R Chameleon 30 M-6@
(Mystics)
3) E Scandal Savage 60 O-7
w/ Secret Six 3
4) R Cosmic Boy 45 N-7@
(Batman Ally)
5) E Sun Boy 79 (Mystics) N-6@
w/ Nova Blast 10
6) V Deadman 87 M-1
w/ Contingency Plan 12 @
7) Legionnaire 4 P-1
400
398
BFC: Loyalty
After forces are placed in their starting areas but before the first player's first turn, each wild card must choose a team ability that can be copied by wild cards and is possessed by a friendly character. The wild card possesses the chose team ability until the end of the game and can't use any other team ability.
LeeMac's X-Force 1) U War Machine 137pts J16@
2) R Archangel 99pts T14@
w/Auto Regen 12pts
3) R Cable 76pts T13
w/Inside Info 4pts
4) R Domino 35pts H23
5) R X-23 35pts J15
398pts
LO: D13, I14, I15
Captkool's LoSH
1) E Anarky 70 M-7
2) R Chameleon 30 M-6
(Mystics)
3) E Scandal Savage 60 O-7
w/ Secret Six 3
4) R Cosmic Boy 45 N-7
(Batman Ally)
5) E Sun Boy 79 (Mystics) N-6
w/ Nova Blast 10
6) V Deadman 87 M-1
w/ Contingency Plan 12 $$
7) Legionnaire 4 O-8@
400
398
BFC: Loyalty
After forces are placed in their starting areas but before the first player's first turn, each wild card must choose a team ability that can be copied by wild cards and is possessed by a friendly character. The wild card possesses the chose team ability until the end of the game and can't use any other team ability.