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Assuming the resource also needs to be Marvel you'll need either The Phoenix Force or The Book of The Skull depending on your build and playing style. The Phoenix Force also has the advantage of being less complicated.
Without being specific, for a 600pt team I suggest a heavy hitter 150-250pts, secondary attackers 75-100pt, and support pieces 20-75pts.
I agree and the Infinity Gauntlet is also a decent option, depending on your team and play style. Since you don't care about what age I wouldn't rule it out!
Thanks guys. Yea it's 600pt Marvel only including resources, but I do believe it has to be modern.
I have phoenix force which was given to me, so thats a plus. I'm just trying to figure out what I'll be up against, I'm new to heroclix. I want to incorporate Gambit cause he's my favorite. Keep em' coming!
The trick here is to milk Leadership to get the +1 attack from the ATA. Having Hope copy Cable for the most part for more Leadership and an extra Outwit.
Personally I'd switch Gambit for DoFP Wolverine 130pt.
Chock full of "monkey with your opponent" goodness spy theme team. Snatch an opposing fig, limit their free actions, and potentially knock out a resource. If you have resources of your own you want to run, you could swap out Winter Soldier for a cheaper fig like Unicorn.
wkM-G003r R Captain America Sentinel
Team: No Affiliation
Range: 8
Points: 200
Keywords: Armor, Robot, Sentinel
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(Special) Modular Pieces: When Captain America Sentinel is KO'd, place 4 standard Ultra Heavy objects in the squares it occupied and then place 4 distinct Hand and Foot bystander tokens in squares adjacent to these objects.
(Speed) Eye Beams: Captain America Sentinel can use Force Blast. When it does and actions resolve, it may make a ranged combat attack as a free action.
(Attack) Energy Whip: When making a close combat attack, Captain America Sentinel may treat any opposing character within 4 squares and line of fire as if they were adjacent. When Captain America Sentinel hits with a close combat attack, before damage is dealt counter all powers that hit characters possess at the time they are hit until your next turn and give them an action token.
(Defense) Adaptive Armor: Captain America Sentinel can use Energy Shield/Deflection and Regeneration. When it uses Regeneration and actions resolve, place a Repair token on this card if there are less than 4 Repair tokens. When Captain America Sentinel uses Regeneration, increase the result of the d6 roll by 1 for each Repair token on its card.
(Damage) Modified Leadership Circuits: Captain America Sentinel can use Leadership and Outwit. When it uses Leadership and succeeds, you may also remove an action token from any other friendly character with the Robot keyword.
wkM-G003r R Captain America Sentinel
Team: No Affiliation
Range: 8
Points: 200
Keywords: Armor, Robot, Sentinel
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17
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(Special) Modular Pieces: When Captain America Sentinel is KO'd, place 4 standard Ultra Heavy objects in the squares it occupied and then place 4 distinct Hand and Foot bystander tokens in squares adjacent to these objects.
(Speed) Eye Beams: Captain America Sentinel can use Force Blast. When it does and actions resolve, it may make a ranged combat attack as a free action.
(Attack) Energy Whip: When making a close combat attack, Captain America Sentinel may treat any opposing character within 4 squares and line of fire as if they were adjacent. When Captain America Sentinel hits with a close combat attack, before damage is dealt counter all powers that hit characters possess at the time they are hit until your next turn and give them an action token.
(Defense) Adaptive Armor: Captain America Sentinel can use Energy Shield/Deflection and Regeneration. When it uses Regeneration and actions resolve, place a Repair token on this card if there are less than 4 Repair tokens. When Captain America Sentinel uses Regeneration, increase the result of the d6 roll by 1 for each Repair token on its card.
(Damage) Modified Leadership Circuits: Captain America Sentinel can use Leadership and Outwit. When it uses Leadership and succeeds, you may also remove an action token from any other friendly character with the Robot keyword.
wkM-G003r R Captain America Sentinel
Team: No Affiliation
Range: 8
Points: 200
Keywords: Armor, Robot, Sentinel
8
11
17
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(Special) Modular Pieces: When Captain America Sentinel is KO'd, place 4 standard Ultra Heavy objects in the squares it occupied and then place 4 distinct Hand and Foot bystander tokens in squares adjacent to these objects.
(Speed) Eye Beams: Captain America Sentinel can use Force Blast. When it does and actions resolve, it may make a ranged combat attack as a free action.
(Attack) Energy Whip: When making a close combat attack, Captain America Sentinel may treat any opposing character within 4 squares and line of fire as if they were adjacent. When Captain America Sentinel hits with a close combat attack, before damage is dealt counter all powers that hit characters possess at the time they are hit until your next turn and give them an action token.
(Defense) Adaptive Armor: Captain America Sentinel can use Energy Shield/Deflection and Regeneration. When it uses Regeneration and actions resolve, place a Repair token on this card if there are less than 4 Repair tokens. When Captain America Sentinel uses Regeneration, increase the result of the d6 roll by 1 for each Repair token on its card.
(Damage) Modified Leadership Circuits: Captain America Sentinel can use Leadership and Outwit. When it uses Leadership and succeeds, you may also remove an action token from any other friendly character with the Robot keyword.