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1) Doc Ock puts on the tokens and Kingpin rolls for Leadership
Roll = 4 miss
2) Mysterio perplex down Johnny D and attacks him
Mysterio vs Blaze 10 vs 16
Roll = 9 hit for 2
3) Speed Demon roll for HSS breakaway
Roll = 5 success
and will HSS to J-8 and attack Blaze
Speed Demon vs Blaze 11 vs 15
Roll = 5 hit for 3
and finishes in M-7
4) Doc Ock outwits Werewolf by Night charge. Kingpin outwits Zombies charge. Charged Up sidesteps to L-8 carrying Mysterio K-7 Kingpin M-8 Doc Ock L-7
Clear. Your turn
Spartan78 Sinister Syndicate
1) Doctor Octopus 80 pts {1/6} L-7
(2 SA)
2) Speed Demon 80 pts {1/5} M-7 @@
(2 SA 2 KO)
3) Kingpin 50 pts {1/5} M-8
4) Mysterio 50 pts {1/5} K-7 @
(Illusion Tokens: 2)
(1 SA)
A) Mysterio Illusion 0 pts {1/1}
B) Mysterio Illusion 0 pts {1/1}
5) Overdrive 35 pts {1/3}
C) Charged Up 0 pts {1/1} L-8
6) Stilt man 95 pts {1/4} C-1
A) Doc ock arms 8 pts B-8
B) Heavy Object O-11
C) Heavy Object
Theme Team: 3/4
Total: 398 pts
vs
Top Dog Howling Commandos
1. ASM033R Man-Thing 100 [1/6] J9 @
2. ASM007 Johnny Blaze 50 KOKOKO
3. ASM011 Living Mummy 92 [1/8] J12 @ w/HO
4. ASM015 Werewolf By Night 81 [3/6] K12 @
5. ASM102 The Zombie 71 KOKOKO
-Amulet I13
Sideline - ASM046 Ghost Rider
2 HO, 1 LO
Theme PC: 4/4
Total 394pts
BFC
isolation
Combat values may not be replaced when the replacement value would be higher than the original value.
Instead of just saying to google it, you could provide the information as a courtesy to your opponent (page 11-12 of comprehensive rules):
Quote
VEHICLES
Some characters have the symbol as their defense
symbol. These character are vehicles and are not standard
characters. These may represent motorcycles, cars, tanks,
aircraft, or even advanced spacesuits. Vehicles have some
restrictions and some additional abilities compared to
normal characters.
Restrictions/Drawbacks:
• Vehicles can’t use the inherent “object” abilities.
(They can’t use Object Pick Up, or CLOSE or RANGE
object actions.)
• Vehicles can’t be carried.
• Vehicles can’t be chosen by characters using the
Mastermind power.
• Vehicles can’t be assigned resources unless the
resource is part of that Vehicle’s dials and/or card.
• Vehicles can’t be given actions unless they have a
pilot or have the Autopilot ability (see below).
• Vehicles can’t change size. Any effect that would
replace a Vehicle’s damage symbol is ignored, and it
keep its printed damage symbol.
• When a Vehicle is KO’d (“wrecked”), place a
standard heavy object in a square it occupied. Place
the pilot in or adjacent to that square and roll a d6.
1-3 : Deal the pilot 2 unavoidable damage. 4-6 : Deal the pilot 1 unavoidable damage.
A vehicle without a pilot normally can’t be given any
actions at all. This includes FREE actions and actions
given “at no cost”.
Abilities/Advantages:
• Vehicles can use .
• Vehicles have “PROTECTED: Mind Control”. • Vehicles automatically break away.
• Vehicles don’t modify their speed value due to the
Carry ability, and when using they may carry
characters with .
• As long as this vehicle has no pilot, adjacent
friendly standard characters have “POWER: Become
this vehicle’s pilot.” Pilots are removed from the
map and placed on the vehicle’s HeroClix card.
A character is only a pilot as long as it’s on the
vehicle’s card due to an action that made it the
pilot.
• If a Vehicle has a pilot, it has “POWER: Place the
pilot adjacent.”
• If a Vehicle has a pilot, it has “FREE: Replace this
vehicle’s attack, damage, and range values with
those printed values of its pilot until your next turn.”
• If a Vehicle has a pilot, it has “FREE: Choose a
standard attack or standard damage power its pilot
can use. This vehicle can use the chosen power but
can’t use its attack or damage powers until your
next turn.”