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gotg019b Dr. Minerva
Team: No Affiliation
Range: 4
Points: 125
Keywords: Kree, Scientist, Soldier, Starforce
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(Special) Ideal Genetic Mate: When Dr. Minerva is adjacent to a friendly character named Captain Atlas or Captain Marvel, modify all of their combat values by +1.
(Special) Experiment On You to Improve Our Species: Once per game before an adjacent opposing character with one or two action tokens takes damage from Dr. Minerva's attack, you may choose a standard power that character can use. Until the end of the game, friendly characters with the Kree keyword can use that power.
(Damage) Psyche-Magnetron Exposure: Dr. Minerva can use Perplex. She can use it normally or, when she targets a character with the Kree keyword, she may modify any combat value except damage by +2.
gotg101 E Captain Atlas
Team: No Affiliation
Range: 6
Points: 120
Keywords: Kree, Pilot, Soldier, Starforce
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(Special) Kree Strategy - Empower Agents: Give Captain Atlas a free action and choose a friendly character with the Kree keyword. Friendly characters with the Kree keyword adjacent to the chosen character can use Empower this turn, but only to affect the chosen character.
(Attack) Stolen Nega-Bands: Captain Atlas can use Energy Explosion, Pulse Wave, and the Power Cosmic team ability.
gotg007a R Kree Private
Team: No Affiliation
Range: 4
Points: 25
Keywords: Kree, Soldier
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(Damage) Minion: New Orders: If a friendly character with the Kree keyword and higher point value is within 8 squares, Kree Private can use Sidestep. If there are at least two such characters, Kree Private can also use Incapacitate. If there are at least three such characters, Kree Private also modifies his combat values by +1.
gotgS101 Terrigen Crystal
Points: 5
Relic: 4-6
Characters with the Inhumans keyword modify the relic roll for this object by +1.
Give this character a free action and roll a d6 that can't be rerolled. Modify the following combat value by +2 until your next turn.
1: Range
2: Speed
3: Attack
4: Defense
5: Damage
6: Your Choice
fl001a R The Flash
Team: Justice Society
Range: 0
Points: 65
Keywords: Justice Society, Keystone City, Past, Politician, Speedster
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(Special) Speed Force: When The Flash moves at least one square and hits one or more adjacent characters, you may place a Speed token on this card after actions resolve. Increase The Flash's speed value by the number of Speed tokens on this card.
(Special) The First Speedster: When The Flash's speed value would be modified, instead replace his speed value with the sum of his printed speed value and all current modifiers.
(Damage) Fighting for What's Right: Give The Flash a free action and remove a Speed token from his card; when you do, he can use Flurry this turn.
slosh033 V Stargirl
Team: Justice Society
Range: 7
Points: 110
Keywords: Justice League, Justice Society, Martial Artist, Young Justice
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(Special) Teacher and Student: When Stargirl is 110 points, adjacent friendly characters with a shared keyword and a lower point value modify their attack values by +1. When Stargirl is 75 points and is adjacent to a friendly character with a shared keyword and a higher point value, modify her attack value by +1.
(Special) Cosmic Belt or Cosmic Rod: At the beginning of your turn, roll a d6 and Stargirl can use the indicated effects until your next turn: 1-2: Stargirl has a range value of 4 "two targets" and can use Combat Reflexes, Incapacitate, and the Sharpshooter ability. 3-4: Stargirl can use Energy Shield/Deflection and Ranged Combat Expert. 5-6: Stargirl chooses either result above.
(Attack) Stunning Blow: When Stargirl uses Incapacitate, after actions resolve, deal her printed damage divided any way you choose among the hit characters.
(Damage) Star Pupil: Give Stargirl a free action and choose a standard attack or damage power that can be used by an adjacent friendly character with a higher point value and a shared keyword. Stargirl can use the choosen power until your next turn.
d10a011 R Green Lantern
Team: Justice Society
Range: 7
Points: 93
Keywords: All Star Squadron, Gotham City, Justice Society, Mystical
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(Special) Battlefield Promotion: Pass the Torch: When Green Lantern hits one or more opposing characters, after actions resolve, place a Promotion Token on his character card. You may then roll a d6 that can't be rerolled and add 1 for each Promotion Token on his character card; on a result of 8 or higher, replace this character with D10A #004 Green Lantern on the same click number.
un016 R Hawkgirl
Team: No Affiliation
Range: 0
Points: 27
Keywords: Justice Society, Warrior