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fiH009 Dwarf
Team: No Affiliation
Range: 0
Points: 16
5
9
17
1
(Max_stack) : = 3
(Damage) Weapon Crafting: Give Dwarf a power action to place a standard light object from outside the game into an adjacent square. When M, you may place a standard heavy object instead.
Seyforce! Sideboard:
vs.
Secret Society of Super Villains (New 52)
Secret Society of Super Villains (New 52) Sideboard:
wkD-011t Vengeful Ghost
Team: No Affiliation
Range: [b]0
6
9
16
2
Last edited by cy0nknight; 01/04/2016 at 16:50..
"You're not alone, you know. What you were, and what you are to become, will always be with you."
The d20 block for Felix's powers, if he gets the chance to use them:
Quote : Originally Posted by Felix Faust
1 - Seek the Books of Magic: Give Felix Faust a free action. Until your next turn, opposing characters within 7 squares may only be given ranged combat actions. Felix Faust must roll his d20 on his next turn.
2 - Green Bell of Uthool: Give Felix Faust a free action. Until your next turn, opposing characters within 7 squares may only be given move actions. Felix Faust must roll his d20 on his next turn.
3 - Wheel of Nyorlath: Give Felix Faust a free action. Until your next turn, opposing characters within 7 squares may only be given close combat actions. Felix Faust must roll his d20 on his next turn.
4 - Red Jar of Calythos: Give Felix Faust a free action. Until your next turn, action tokens are not removed from opposing characters within 7 squares. Felix Faust must roll his d20 on his next turn.
5 - Project Thaumaton: Give Felix Faust a free action. Until your next turn, opposing characters within 7 squares may only be given free actions. Felix Faust must roll his d20 on his next turn.
6 - Mystical Trap: Give Felix Faust a power action and choose one opposing character within 8 squares with the Mystical keyword and one other opposing character within 8 squares. Place a special Mystical Trap marker in a square occupied by each chosen character. Even if this power is lost, while a character occupies a square with a special Mystical Trap marker, that characters can't move from the square. When a character who occupies a square with a special Mystical Trap marker takes damage from an attack or all opposing characters occupy Mystical Trap markers, remove the special Mystical Trap marker.
7 - Felix Faust can pick any of his powers on the d20.
8 - Give Felix Faust a power action. Each player places all friendly characters in their starting area.
9 - Give Felix Faust a free action. Place an Energy Dampener token on each opposing character's card. While an Energy Dampener token is on a character card, even if this power is lost, that character can't be given a power action. Remove the token from a character's card when that character is given a non-free action.
10 - Give Felix Faust a ranged combat action. Choose a square and make a ranged combat attack targeting all characters within 5 squares of the chosen square. Hit characters are each dealt 3 damage.
11 - All friendly characters can use the Carry ability and ignore speed combat symbols when they do. Friendly characters may be given a move action after they have been carried.
12 - Friendly characters can use Improved Movement: Ignores Hindering Terrain.
13 - Felix Faust can use Barrier. Opposing characters must attempt to break away it they occupy a square adjacent to a blocking terrain marker placed by Felix Faust or they are attempting to move or carry such a character. This power ignores game effects that allow a character to break away automatically.
14 - Replace all speed values with 3. This value is locked.
15 - Friendly characters can use Willpower.
16 - Once per turn, Felix Faust may reroll a single d6, ignoring the original result. Felix Faust must be within range and line of fire of the character for which the original roll was made. This ability may be used even if the original roll used 2 dice.
17 - Opposing character's combat values can't be modified or replaced unless the replacement would halve the value.
18 - Felix Faust can use Outwit. Friendly characters using Outwit can counter team abilities.
19 - Your force may be given any number of non-free actions. For each non-free action beyond your action total you use, decrease all opponents' action total by 1 (minimum 1) on their next turn.
20 - No effect.
"You're not alone, you know. What you were, and what you are to become, will always be with you."
Okay, so I'm guessing your Sentinel is in Defense Mode to start? Would you mind marking what Mode it's in? Also, who is Juston's Sentinel?
Turn 1a)
BoT) Felix consults his Necronomicon...3. He rolls his d20...12. My characters can use Improved Movement: Ignores Hindering Terrain, which is surprisingly helpful.
BoT) Vandal Savage uses Leadership...1. Nothing happens.
1) Vandal moves to I17.
Free) Gentleman Ghost summons a Vengeful Ghost (Ahab). Ahab spawns in F23.