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THE HOUSE ALWAYS WINS: Immediately before The Bat-Man makes an attack roll, you may choose a number between 1 and 6. If the attack hits and the chosen number is on one die, modify his damage value by +1. If the attack hits and chosen number is on both dice, instead modify his damage value by +2, and after actions resolve, heal The Bat-Man of 2 damage.
when does batman heal 2 damage that is the question
THE HOUSE ALWAYS WINS: Immediately before The Bat-Man makes an attack roll, you may choose a number between 1 and 6. If the attack hits and the chosen number is on one die, modify his damage value by +1. If the attack hits and chosen number is on both dice, instead modify his damage value by +2, and after actions resolve, heal The Bat-Man of 2 damage.
when does batman heal 2 damage that is the question
thank you!
He heals after an action resolves where he made a successful attack rolling doubles of the number you chose between 1 and 6.
Quote : Originally Posted by dairoka
I'm pretty sure Dragon has the Future keyword and Probability Control.
Quote : Originally Posted by Dragon
With the amount of times you are Ninja'd I swear you must have the Past Keyword
1) Bat-man is given an action that leads to an attack
2) You pick a number from 1-6
3) You roll the dice to attack an get doubles of the number you picked. Let's assume the attack roll is enough to hit
4) You deal damage (with the +2 to damage) to the opposing fig
5) You put an action token on Bat-man, as well as resolving any other effects (Mystics, pushing damage, etc)
6)The action that led to the attack resolves
7) Heal Bat-man of 2 damage
There are so many Batman's out, which Batman is that power on?
SR SM046 The Bat-Man.
sm046 V The Bat-Man
Team: Batman Ally
Range: 3
Points: 81
Keywords: Flashpoint, Gotham City
8
11
17
2
8
10
16
1
7
10
18
2
7
10
17
2
7
9
16
2
6
9
16
2
6
9
15
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
(Special) I'll Show You Young Punks How It's Done: The Bat-Man modifies his attack value by +1 when he's attacking a character whose current click number is lower than The Bat-Man's current click number.
(Attack) The House Always Wins: Immediately before The Bat-Man makes an attack roll, you may choose a number between 1 and 6. If the attack hits and the chosen number is on one die, modify his damage value by +1. If the attack hits and chosen number is on both dice, instead modify his damage value by +2, and after actions resolve, heal The Bat-Man of 2 damage.