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Link-Fire Torso Guns Give Battlemaster a double power action to make a ranged combat attack. Modify its Attack value by -1 and Damage value by +2. Heavy Flamethrower Battlemaster can use Super Strength and Energy Explosion as if it has a range of 6 and 3 lightning bolts. When using Energy Explosion, modify its Attack value by -1 and it ignores all effects of hindering terrain. Put a SPECIAL marker on each square that an attacked character occupies that is hindering terrain or has an object on it. Any character occupying a square with a SPECIAL marker on it are dealt 1 additional damage. At the beginning of your next turn, remove the SPECIAL markers and objects that are on those squares, then deal one damage to each character that occupy those squares. Heavy Ghost Armor This character can use Invulnerability and Energy Shield/Deflection. LRM-10 Missiles Give Battlemaster a power action. It can make a ranged combat attack as a free action as if it has a range of 12. Modify its Attack value by +1 and Damage value by -1.
LRM-10 Missiles Give Battlemaster a power action. It can make a ranged combat attack as a free action as if it has a range of 12. Modify its Attack value by +1 and Damage value by -1.
Isn't saying LRM-10 Missiles redundant? I mean LRM does stand for Long Range Missiles.
Yes, yes, I know. I put missiles for people that don't know what the term "LRM" refers to. What I'd really like to know is what people think about the Flamethrower and Ghost Armor powers.