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We'll draft 4 Lantern Corps a piece, with common sense rules in place (i.e. Star Sapphires = Violet Lanterns, etc). From there, we'll randomize, and play a mini tournament to see who is the greatest Corps of them all.
Variable point values of 200+1d6x100 per match (3-800).
So, initiative for first pick is....5. Not good
(Here's a generic battery dial for all our posting needs)
wolR100 Power Battery
Team: No Affiliation
Range: 0
Points: 2
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(Prereq) : <table><b>Force Construction</b> - The Power Battery must be assigned a Power Ring (ring symbol) and 1-6 distinct Constructs (construct symbol). The Power Battery costs 2 points, plus the combined cost of the assigned Power Ring and Constructs, and must total a minimum of 16 points. The Power Ring and Constructs are all attached to the Power Battery at the beginning of the game.</table>
<br>
<table><b>Corps Members</b> - When a friendly character has any Constructs on its card, it is called a Corps Member and is assigned the Power Battery. Friendly Corps Members can use the ability of the Constructs on its card and the ability of the Power Ring attached to the Power Battery. If a friendly Corps Member is KO'd, any Constructs on its card are re-attached to the Power Battery. If the Power Battery is KO'd, all Constructs are removed from friendly Corps Members' cards.</table>
<br>
<table><b>Setup</b> - During the beginning of the game, the Power Battery is placed in 4 squares of clear terrain in your starting area. The Power Battery affects line of fire, can use its powers and abilities, is damaged and KO'd as if it were a character. Characters, objects, and blocking terrain may not occupy the same squares as the Power Battery. The Power Battery is immediately KO'd when the last friendly character is defeated.</table>
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<table><b>Attacking the Power Battery</b> - If the Power Battery is adjacent to an opposing character or within its range and line of fire, that character may be given a power action to roll 2d6 and add their attack value. If the result is equal to or higher than the Power Battery's defense value, it takes damage equal to the opposing character's printed damage value -2. This can't be ignored.</table>
<br>
<table><b>Battery Powers</b> - The dial of the Power Battery indicates certain special powers it can use in the (sun) slots. Once per turn, when it is given an action to use one of these powers, and actions resolve, you may roll a d6 that can't be rerolled. Deal the Power Battery half of the result as unavoidable damage.</table>
(Special) Permeate the Universe: The Power Battery's range value is equal to its click number.
(Special-circle1) Use a Construct: Give the Power Battery a power action. Place an attached Construct on a friendly character's card that isn't already a Corps Member.
(Special-circle2) Swap a Construct: Give the Power Battery a free action. Exchange a construct between two friendly Corps Members' cards, or the Power Battery and a friendly Corps Member's card.
(Special-circle3) Form a Construct: Give the Power Battery a power action, remove a Construct from it and replace it with a Construct from outside the game up to 2 points higher than the one removed. If the new Construct is a lower point value, this is a free action instead. If the new Construct is a higher point value, this is a double power action instead.
(Special-circle4) Share a Construct: Give the Power Battery a free action and roll a d6 that can't be rerolled. If a Construct is attached to the Power Battery in the slot indicated by the result, all friendly Corps Members can use the ability of that Construct until your next turn.
(Special-circle5) Master Constructs: Give the Power Battery a free action. Place an attached Construct on a Corps Member's card.
(Special-circle6) Improved Constructs: Friendly Corps Members modify their combat values by +1 for each Construct on their character card.
(Damage) Recharge Your Ring: The Power Battery can use Support as if it had an attack value of 10.
Last edited by TheVagrantKing; 09/07/2014 at 18:05..
2010, 2013 HCFL Champ, 2016 Colorado State Champion, 2nd Place Team Worlds
HCFL 2018 - United Atlantis
Ok, here we go. I rolled 1d100 for each team, and I'll pair the highest from each side with the highest, 2nd with 2nd etc. Then, I also rolled 1d6 for the highest scoring game etc etc.
Superclone:
Green Lantern Corps - 44
Blue Lantern Corps - 86
Red Lantern Corps - 32
Star Sapphires - 81
TVK:
Orange Lantern Corps - 66
Black Lantern Corps - 79
Indigo Tribe - 36
Sinestro Corps - 61
Which means:
Game 1 - 300pts
Black Lantern Corps vs Blue Lantern Corps
Game 2 - 600pts
Star Sapphires vs Orange Lanterns
Game 3 - 300pts
Sinestro Corps vs Green Lantern Corps
Game 4 - 800pts
Indigo Tribe vs Red Lantern Corps
2010, 2013 HCFL Champ, 2016 Colorado State Champion, 2nd Place Team Worlds
HCFL 2018 - United Atlantis
1) BL Firestorm 140*
2) BL Reanimate 35*
3) BL Reanimate 35*
4) BL Risen 13
5) BL Risen 13
Black Lantern Power Battery 2
W/ BL Ring 6, Catapult (1), Decoy (2), Nurse (3), Stop Sign (4), Sniper (5) and Wall (6)
* BLC ATA 3x1Pts.
wol008 Black Lantern Reanimate
Team: No Affiliation
Range: 0
Points: 35
Keywords: Black Lantern Corps, Monster
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(Special) Black Reanimate: When a friendly character with the Black Lantern Corps KO's an opposing character with an attack, you may place a WOL #008 Black Lantern Reanimate on click #2 in its square and add it to your force.
(Attack) Death: Black Lantern Reanimate can use Steal Energy. When an opposing character is KO'd, heal Black Lantern Reanimate of 1 damage.
wol048 Firestorm
Team: No Affiliation
Range: 7
Points: 140
Keywords: Black Lantern Corps, Monster
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(Special) You Be My New Nerd Brain: If Firestorm has KO'd an opposing character of 75 points or more this game, he can use Outwit.
(Speed) This is Gonna Be So Boss: Firestorm can use Running Shot and Stealth.
(Damage) Death: Empowering: Firestorm can use Steal Energy with close and ranged combat attacks. When an opposing character is KO'd, heal Firestorm of 1 damage. If Firestorm has healed either way this turn, he can use Perplex and Probability Control until your next turn.
wolH002 Black Lantern Risen
Team: No Affiliation
Range: 0
Points: 13
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(Max_stack) : = 4
(Defense) Horde: New Flesh to Serve Nekron: When Black Lantern Risen KO's and opposing character, place a friendly WOL #H002 Black Lantern Risen in that character's square and Black Lantern Risen can use Empower this turn.
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Last edited by TheVagrantKing; 09/07/2014 at 18:06..
2010, 2013 HCFL Champ, 2016 Colorado State Champion, 2nd Place Team Worlds
HCFL 2018 - United Atlantis
Totally just realized how useless the old Black Lantern pieces are with the new. None of the old ones have any reliable steal energy! Silly silly stuff
2010, 2013 HCFL Champ, 2016 Colorado State Champion, 2nd Place Team Worlds
HCFL 2018 - United Atlantis
Here we go ... blue is hard to do at 300. I wonder why they made 1 piece in every Corp that is 1 point off from a 5 or a 0 at the end of their cost to make building with them awkward. Sersy and Lyssa Drak are both a pain to build with.
Don't know whether you want to do Initiative, or just take turns picking maps. I rolled a 7, and want the Graveyard. Let me know if you wanna roll for this one, or just pick the next game's map.
wol031a Kyle Rayner (Blue Lantern)
Team: No Affiliation
Range: 8
Points: 85
Keywords: Blue Lantern Corps
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(Speed) Hope: Green Lantern's Might: Kyle Rayner can use Perplex, but only to increase combat values. If the targeted character has the Green Lantern Corps keyword, modify the combat value by +2 instead of +1.
(Damage) Healing Blue Energy: Kyle Rayner can use Support. When an adjacent friendly character misses with an attack roll, Kyle Rayner can use Support as a free action this turn, but only to target that character.
wol045 Brother Warth
Team: No Affiliation
Range: 5
Points: 100
Keywords: Blue Lantern Corps
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(Attack) Hope: In the Face of Evil: Brother Warth can use Perplex but only to increase combat values. When he does, the targeted character modifies its defense value by +1 against close combat attacks.
(Damage) Noble Assistance: Brother Warth can use Close Combat Expert and Empower. Adjacent friendly characters modify their attack values by +1.
ffwol004 E Saint Walker
Team: No Affiliation
Range: 6
Points: 75
Keywords: Blue Lantern Corps, War of Light
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(Damage) Helping Hand: Friendly adjacent figures may use the Sharpshooter ability and modify their range value by +1.
HCFL 2012 Champion - Nation X
KO Board: Streaky: 1 Krypto: 1
Quote : Originally Posted by rorschachparadox
Only problem is that Superclone is a unique member. The irrational members never get made uniques, which is why we see so many swarms of them.
Note: Kyle doesn't have Perplex, but he DOES have the +1 to combat values that aren't damage. So he's got that 21 from range, just not the way you thought
Black 3
1) Power Battery will colossal push to drop the Wall on Momma Rayner. Battery Roll: 1, so two damage to the Battery, putting it on click 9.
Free) I'll try Power 4, for funsies. Rolls 5 for nothing.
2) Firestorm to L-14, grabbing Momma Rayner and dropping her in M-14, Running Shot on Kyle. AV 10+1 Ring on DV 18+3, I need a 10 to do something significant. Rolls: 8, while nice, isn't enough.
Free) Momma will pull up a nice wall of souls that Kyle failed to save, in squares K-14 and L-13.
Clear the rest of them.
(Also, interesting coinicidence: You're playing the Blue Lantern led New Guardians in the FLE. I'm playing the Black Lanterns in the FLE. Weirdsies.)
1) Battery uses colossal stamina to drop the cross bow on Walker. Battery takes 3, and then a push for 4.
2) Walker RS (+1 SV) to J7. Destroys wall in front of Firestorm.
free: Warth Perplexes up Kyle's attack.
3) Kyle RS to E7. Even with pC I can't roll above a fricking 5. This is getting really annoying. Not just here ... every game in person or online ... nothing higher than a 5.