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On the dice roller, just change:
How Many Dice Would You Like To Roll? 2 (unless you're rolling for something like Super Senses, Leadership,etc)
Uncheck "Drop the lowest roll"
The Entire roll can be repeated; how many times? 1
Then enter what the roll is for:
ex. Superman attacking Batman (11 vs 17) or Super Senses for Super-Skrull
Then you put in your email address that you want the rolls to go to and my email address (the gmail one) and click "Roll them bones". The page will reload and show the total roll as well as the roll for each die.
Basically how things will go is we'll both post our teams and dials (+ any feats, etc) and then we'll both roll for initiative. The winner gets to go first, loser gets to chose side of the map and set up first (placing 3 objects, 2 lights 1 heavy). The other player then sets up and makes his first move.
As far as rolling goes, YOU roll Super-Senses/Impervious, etc for your opponent. So if I have Super-Skrull and you're attacking him, you'd roll for Skrulls, then for Shape Change, then the attack roll and then Super Senses. I wouldn't roll any of those. That's just to keep the game moving and let you continue your turn and since the rolls are sent to us both it doesn't really matter.
1. #223 LE The Dark Knight
Team: Superman Ally
Range: 6
Points: 100
8
11
17
3
8
11
16
2
7
10
16
2
6
10
15
2
6
9
14
2
9
9
14
2
9
8
13
2
8
8
12
1
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
+ Armor Piercing
+ Protected
2. #029 V Nightwing
Team: Batman Ally
Range: 6
Points: 79
9
10
17
2
8
10
16
2
8
9
16
2
7
9
17
2
7
9
16
2
6
8
15
1
6
8
15
1
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Speed - Dual Membership: Nightiwng can use the Outsiders and Titans team abilities and possessess the team symbols. Attack - Fisticuffs: Nightwing can use Flurry. Defense - Acrobat: Nightwing can use Combat Reflexes, Energy shield/Deflection and Leap/Climb.
+ Protected
+ Contingency Plan
Quote
Prerequisites: Leadership or Mastermind.
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 an action, you can remove any number of tokens from this card: The character modifies the friendly characters 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.
3. #013 V Robin
Team: Batman Ally
Range: 6
Points: 79
8
10
17
2
8
10
17
2
7
9
17
2
7
9
16
2
7
9
16
1
7
8
15
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
4. #014 E Batgirl
Team: Batman Ally
Range: 6
Points: 70
9
11
17
2
9
10
16
2
9
9
16
2
8
12
15
2
8
9
15
2
8
8
15
2
7
8
14
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Speed - Trained from Birth: Batgirl can use Flurry and Leap/Climb. Defense - Cain's Daughter: Batgirl can use Combat Reflexes and Willpower.
5. #214 LE Alfred Pennyworth
Team: Batman Ally
Range: 4
Points: 34
#035 E Ahab
Team: No Affiliation
Range: 8
Points: 68
Keywords: Robot, Future
8
9
17
2
6
9
16
2
6
9
15
2
6
9
15
2
5
8
15
2
5
8
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
Attack - Energy Harpoon: Ahab can use Psychic Blast. When Ahab is given a ranged combat attack, his line of fire ignores characters and hindering terrain.
-Protected
-Inside Information
Last edited by The Mattador; 04/09/2008 at 15:38..
"I'm about to sign your pitty on the runny kine!" - Pootie Tang