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* Outsmart, Not So Special 13
** Contingency Plan, Protected 20
*** Recharge 5
Total 398
vs
Justice League Dark
1)E Black Alice (5/5) 94 pt K-9@
2)U John Constantine (4/4) 59 pts I-7
3)R Crispus Allen (9/9) 197pts G-9@
SA[1] KO[1]
4)R Red Tornado (6/6) 42 pts G-2@
AST[1]
392
BFC: LOYALTY
After forces are placed in their starting area but before the first player’s first turn, each wild card must choose a team ability that can be copied by wild cards and is possessed by a friendly character. The wild card possesses the chosen team ability until the end of the game, and can’t use any other team ability.
* Outsmart, Not So Special 13
** Contingency Plan, Protected 20
*** Recharge 5
Total 398
vs
Justice League Dark
1)E Black Alice (5/5) 94 pt K-9@
2)U John Constantine (4/4) 59 pts I-7
3)R Crispus Allen (9/9) 197pts G-9@
SA[1] KO[1]
4)R Red Tornado (6/6) 42 pts G-2@
AST[1]
392
BFC: LOYALTY
After forces are placed in their starting area but before the first player’s first turn, each wild card must choose a team ability that can be copied by wild cards and is possessed by a friendly character. The wild card possesses the chosen team ability until the end of the game, and can’t use any other team ability.
* Outsmart, Not So Special 13
** Contingency Plan, Protected 20
*** Recharge 5
Total 398
vs
Justice League Dark
1)E Black Alice (5/5) 94 pt K-9
2)U John Constantine (4/4) 59 pts I-7
3)R Crispus Allen (9/9) 197pts G-9
SA[1] KO[1]
4)R Red Tornado (6/6) 42 pts G-2
AST[1]
392
BFC: LOYALTY
After forces are placed in their starting area but before the first player’s first turn, each wild card must choose a team ability that can be copied by wild cards and is possessed by a friendly character. The wild card possesses the chosen team ability until the end of the game, and can’t use any other team ability.
* Outsmart, Not So Special 13
** Contingency Plan, Protected 20
*** Recharge 5
Total 398
vs
Justice League Dark
1)E Black Alice (5/5) 94 pt K-9
2)U John Constantine (4/4) 59 pts I-7
3)R Crispus Allen (9/9) 197pts G-9
SA[1] KO[1]
4)R Red Tornado (6/6) 42 pts G-2
AST[1]
392
BFC: LOYALTY
After forces are placed in their starting area but before the first player’s first turn, each wild card must choose a team ability that can be copied by wild cards and is possessed by a friendly character. The wild card possesses the chosen team ability until the end of the game, and can’t use any other team ability.
* Outsmart, Not So Special 13
** Contingency Plan, Protected 20
*** Recharge 5
Total 398
vs
Justice League Dark
1)E Black Alice (5/5) 94 pt E-7@
2)U John Constantine (4/4) 59 pts I-7
3)R Crispus Allen (9/9) 197pts G-9
SA[1] KO[1]
4)R Red Tornado (6/6) 42 pts G-2
AST[1]
392
BFC: LOYALTY
After forces are placed in their starting area but before the first player’s first turn, each wild card must choose a team ability that can be copied by wild cards and is possessed by a friendly character. The wild card possesses the chosen team ability until the end of the game, and can’t use any other team ability.
* Outsmart, Not So Special 13
** Contingency Plan, Protected 20
*** Recharge 5
Total 398
vs
Justice League Dark
1)E Black Alice (5/5) 94 pt E-7@
2)U John Constantine (4/4) 59 pts I-7
3)R Crispus Allen (9/9) 197pts G-9
SA[1] KO[1]
4)R Red Tornado (6/6) 42 pts G-2
AST[1]
392
BFC: LOYALTY
After forces are placed in their starting area but before the first player’s first turn, each wild card must choose a team ability that can be copied by wild cards and is possessed by a friendly character. The wild card possesses the chosen team ability until the end of the game, and can’t use any other team ability.
* Outsmart, Not So Special 13
** Contingency Plan, Protected 20
*** Recharge 5
Total 398
vs
Justice League Dark
1)E Black Alice (5/5) 94 pt E-7@
2)U John Constantine (4/4) 59 pts I-7
3)R Crispus Allen (9/9) 197pts G-9
SA[1] KO[1]
4)R Red Tornado (6/6) 42 pts G-7@
AST[1]
392
BFC: LOYALTY
After forces are placed in their starting area but before the first player’s first turn, each wild card must choose a team ability that can be copied by wild cards and is possessed by a friendly character. The wild card possesses the chosen team ability until the end of the game, and can’t use any other team ability.
* Outsmart, Not So Special 13
** Contingency Plan, Protected 20
*** Recharge 5
Total 398
vs
Justice League Dark
1)E Black Alice (5/5) 94 pt E-7@
2)U John Constantine (4/4) 59 pts I-7
3)R Crispus Allen (9/9) 197pts G-9
SA[1] KO[1]
4)R Red Tornado (6/6) 42 pts G-7@
AST[1]
392
BFC: LOYALTY
After forces are placed in their starting area but before the first player’s first turn, each wild card must choose a team ability that can be copied by wild cards and is possessed by a friendly character. The wild card possesses the chosen team ability until the end of the game, and can’t use any other team ability.
1) Crispus will Swing on the Joker 11 vs 18 rolls a 7 (no mastermind firefly more than 50 points) for 4 dmg
2) Constantine will move to H-6
3) Black Alice will Shoot the Joker 9 vs 16 rolls a 9 hits for 3 and the KO
* Outsmart, Not So Special 13
** Contingency Plan, Protected 20
*** Recharge 5
Total 398
vs
Justice League Dark
1)E Black Alice (5/5) 94 pt E-7@
SA[1] Ko[1]
2)U John Constantine (4/4) 59 pts H-6@
3)R Crispus Allen (9/9) 197pts G-9@
SA[2] KO[1]
4)R Red Tornado (6/6) 42 pts G-7
AST[1]
392
BFC: LOYALTY
After forces are placed in their starting area but before the first player’s first turn, each wild card must choose a team ability that can be copied by wild cards and is possessed by a friendly character. The wild card possesses the chosen team ability until the end of the game, and can’t use any other team ability.
* Outsmart, Not So Special 13
** Contingency Plan, Protected 20
*** Recharge 5
Total 398
vs
Justice League Dark
1)E Black Alice (5/5) 94 pt E-7@
SA[1] Ko[1]
2)U John Constantine (4/4) 59 pts H-6@
3)R Crispus Allen (9/9) 197pts G-9@
SA[2] KO[1]
4)R Red Tornado (6/6) 42 pts G-7
AST[1]
392
BFC: LOYALTY
After forces are placed in their starting area but before the first player’s first turn, each wild card must choose a team ability that can be copied by wild cards and is possessed by a friendly character. The wild card possesses the chosen team ability until the end of the game, and can’t use any other team ability.
* Outsmart, Not So Special 13
** Contingency Plan, Protected 20
*** Recharge 5
Total 398
vs
Justice League Dark
1)E Black Alice (5/5) 94 pt E-7
SA[1] Ko[1]
2)U John Constantine (4/4) 59 pts H-6
3)R Crispus Allen (9/9) 197pts G-9
SA[2] KO[1]
4)R Red Tornado (6/6) 42 pts G-7
AST[1]
392
BFC: LOYALTY
After forces are placed in their starting area but before the first player’s first turn, each wild card must choose a team ability that can be copied by wild cards and is possessed by a friendly character. The wild card possesses the chosen team ability until the end of the game, and can’t use any other team ability.
1)Firefly Running shots to E9
Dual targets Red Tornado and Crispus Allen
9 vs 18 and 17
Attack Roll is...9+5+5=19 Hit!
Crispus Allen Supersenses 5. Attack Misses.
All 3 damage to Tornado.
2 Damage to Constantine from Energy Explosion.
Firefly takes a Mystics click from Constatine
+1 SA Firefly +1 AST Two-Face
Recharge Triggers and heals Firefly.
CP) +2 Damage to Two-Face
2) The Waterlogged Two-Face charges to F10
10 vs 17
10+1+6=17 HIT
Crispus Allen Supersenses:2 Still hits
Hit for 4 damage.
Two-Face takes a mystic click.
+1 SA to Two-Face
3)Calender moves to G11
4) +1 CP token.
Arkham Asylum (home)
1) BM013 Joker (0/7) KO'ed
2) SoG020 Calender Man G11
+1 DFD
3) BB021 Holiday* KO
4) BM0210 Two-Face** (4/5) F10 (1 CP) @
+1 AST +1 SA
5) AA027 Firefly*** E9 @
+1 SA
* Outsmart, Not So Special 13
** Contingency Plan, Protected 20
*** Recharge 5
Total 398
vs
Justice League Dark
1)E Black Alice (5/5) 94 pt E-7
SA[1] Ko[1]
2)U John Constantine (2/4) 59 pts H-6
3)R Crispus Allen (5/9) 197pts G-9
SA[2] KO[1]
4)R Red Tornado (3/6) 42 pts G-7
AST[1]
392
BFC: LOYALTY
After forces are placed in their starting area but before the first player’s first turn, each wild card must choose a team ability that can be copied by wild cards and is possessed by a friendly character. The wild card possesses the chosen team ability until the end of the game, and can’t use any other team ability.