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(Speed) On the Run: Batman can use Charge and Leap/Climb. When he uses Charge, he can use Plasticity and he can use Charge normally, or, he can be given a close combat action as a free action and then move.
Season 1 SuperHero Bowl Champion of the Heroclix Fantasy League
(Speed) On the Run: Batman can use Charge and Leap/Climb. When he uses Charge, he can use Plasticity and he can use Charge normally, or, he can be given a close combat action as a free action and then move.
Umm, am I really confused? I don't see how any of that pertains to him ignoring elevated terrain.
Also, I am very out of it, so there is a great chance I am missing something obvious.
"A black astronaut, Cyril! That’s like killing a unicorn!” - Archer
HCFL: Dark Knights/Infinity Watch
Loyalty:
After forces are placed in their starting areas 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 chose team ability until the end of the game and can't use any other team ability
1) Batman will now use on the run Properly Batman will Swing on Fandral 12 vs 18 exploit rolls a 7 hits for 2 penetrating he now moves as a free action rolls a 5 breakaway moves to N-8
free) outwit impervious on Volstagg via Question
2) Question will shoot at Volstagg 9 vs 18 rolls a 10 hits for 2
3) katana to F-7
BiggNateDogg's Warriors Three
1) U Volstagg 103 pts (7/9) G-8@
+ Asgardian ATA 5 pts
2) U Fandral 101 pts (6/8) L-14
+ Asgardian ATA 5 pts
3) E Sif 93 pts (8/8) H-9 (w/tombstone)
+ Asgardian ATA 5 pts
4) R Valkyrie 38 pts (4/4) L-13
+ Asgardian ATA 5 pts
5) R Asgardian Warrior 37 pts (4/4) M-12@@
+ Asgardian ATA 5 pts
Loyalty:
After forces are placed in their starting areas 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 chose team ability until the end of the game and can't use any other team ability
1) Volstagg pushes to smack Black Lightning. 11(10+1 from trait) on 17. Roll is 4,4 for a hit. BL takes 4, and is knocked back to C-8 and hits the wall, for 1 more click. Volstagg takes a push click. SA to Volstagg.
2) Sif picks up Volstagg and P/T to M-11, placing him in L-12.
3) Valkyrie tries to heal Fandral. 10 on 17, roll is 3,2 for a miss.
4) Fandral L/C to O-10
BiggNateDogg's Warriors Three
1) U Volstagg 103 pts (6/9) L-12@@
+ Asgardian ATA 5 pts [SA] 1
2) U Fandral 101 pts (6/8) O-10@
+ Asgardian ATA 5 pts
3) E Sif 93 pts (8/8) M-11@ (w/tombstone)
+ Asgardian ATA 5 pts
4) R Valkyrie 38 pts (4/4) L-13@
+ Asgardian ATA 5 pts
5) R Asgardian Warrior 37 pts (4/4) M-12
+ Asgardian ATA 5 pts
Loyalty:
After forces are placed in their starting areas 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 chose team ability until the end of the game and can't use any other team ability
1) Constantine Swings on fandral 9 vs 17 misses twice
2) Halo RS to G-8 targets Sif and Valkyire 9 vs 17 rolls an 11 puts both into Sif who takes 1 total
BiggNateDogg's Warriors Three
1) U Volstagg 103 pts (6/9) L-12@@
+ Asgardian ATA 5 pts [SA] 1
2) U Fandral 101 pts (6/8) O-10@
+ Asgardian ATA 5 pts
3) E Sif 93 pts (7/8) M-11@ (w/tombstone)
+ Asgardian ATA 5 pts
4) R Valkyrie 38 pts (4/4) L-13@
+ Asgardian ATA 5 pts
5) R Asgardian Warrior 37 pts (4/4) M-12
+ Asgardian ATA 5 pts
Loyalty:
After forces are placed in their starting areas 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 chose team ability until the end of the game and can't use any other team ability
1) AW charges to M-9 on Batman. 11 (10+1 from SP) on 18 (16+2 from CR) Roll is 4,5 for a hit. Constantine PCs it to 1,1 for a crit miss. Ow. AW takes a click.
2) Fandral pushes to flurry on Constantine. Attack 1- 11(10+1 from trait) on 16. Roll is 6,2 for a hit. Constantine uses protected, and gets a token, no pushing due to willpower. Attack 2-11(10+1 from trait) on 16. Roll is 1,3 for a miss. swearing
Fandral takes a push
clear
Also, I think the pillars are blocking terrain, but we may need a ruling on that.
BiggNateDogg's Warriors Three
1) U Volstagg 103 pts (6/9) L-12
+ Asgardian ATA 5 pts [SA] 1
2) U Fandral 101 pts (5/8) O-10@@
+ Asgardian ATA 5 pts
3) E Sif 93 pts (7/8) M-11 (w/tombstone)
+ Asgardian ATA 5 pts
4) R Valkyrie 38 pts (4/4) L-13
+ Asgardian ATA 5 pts
5) R Asgardian Warrior 37 pts (3/4) M-9@
+ Asgardian ATA 5 pts
Loyalty:
After forces are placed in their starting areas 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 chose team ability until the end of the game and can't use any other team ability