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it's already too late anyways for the objects but we can go with everything hindering is outdoor hindering even objects from now on. So yeah go ahead and swing on Garth.
Manager of the Heroclix Fantasy League's Legion of Super Heroes
2. Alfred heal on Yera. AV 9 vs DV 16. Roll is a 5, 4. Support roll is a 1. Since Yera has 2 tokens, she gets 3 clicks back and she's back up to full. 1 SA to Alfred.
Sideline:
GX055 Cable/Deadpool 247pts (1/10)
All Cables progressions in HCFL
All Deadpools progressions in HCFL {Needs to be clarified before turn 1 just to make sure you have that much room on your sideline since I think your limited to 12 total figures}
Krakoa the Living Island
Once at the end of each player's turn, he or she can choose a target opposing character adjacent to an unoccupied square of outdoor hindering, blocking, or elevated terrain, and make an attack roll with an attack value of 9 and a damage value of 2 against the target; the target can't be knocked back by the attack. If the attack succeeds but the character target takes no damage from the attack and has zero or one action token, give the target an action token.
Sideline:
GX055 Cable/Deadpool 247pts (1/10)
All Cables progressions in HCFL
All Deadpools progressions in HCFL {Needs to be clarified before turn 1 just to make sure you have that much room on your sideline since I think your limited to 12 total figures}
Krakoa the Living Island
Once at the end of each player's turn, he or she can choose a target opposing character adjacent to an unoccupied square of outdoor hindering, blocking, or elevated terrain, and make an attack roll with an attack value of 9 and a damage value of 2 against the target; the target can't be knocked back by the attack. If the attack succeeds but the character target takes no damage from the attack and has zero or one action token, give the target an action token.
(free) Yera chooses giant, flight, sidestep, flurry.
(free) Cos perps up Yera's att +1
(free) Alfred perps up her att +1
1. Yera charges to K11 and flurries. 1st flurry on Cable. AV 12 vs DV 16. Roll is a 5, 2 for the hit. Theme team reroll from Cable is a 3, 2. Cable takes 3 clicks and is KO'ed. 2nd flurry on Blink. AV 12 vs DV 19. Roll is a 3, 5. Super senses roll is a 1. Blink takes 3 clicks. 2 SA, 1 KO to Yera, 1 AST to Cos, 1 AST to Alfred.
(free) Cos copies Supes TA
(free) Yera perps up Cos' att +1
2. Cos takes a shot at Blink. AV 11 vs DV 16. Roll is a 3, 6. Super senses roll is a 2. Blink takes 2 clicks and is KO'ed. 1 SA, 1 KO to Cos.
(free) Yera picks up Alfred and sidesteps to I10, placing Alfred in H9. 1 DFD to Yera.
(free) Bats/Supes retaliates to G17/G18/H17/H18 against Wade. AV 11 vs DV 17. Roll is a 5, 2 for the hit. Theme team? That's a hit for 2 clicks straight through. Bats/Supes is KOed from mystics. 1 SA to Bat/Supes, 1 KO to WAde.
3. Dream Girl flies to G12
PC case by case.
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Sideline:
GX055 Cable/Deadpool 247pts (1/10)
All Cables progressions in HCFL
All Deadpools progressions in HCFL {Needs to be clarified before turn 1 just to make sure you have that much room on your sideline since I think your limited to 12 total figures}
Krakoa the Living Island
Once at the end of each player's turn, he or she can choose a target opposing character adjacent to an unoccupied square of outdoor hindering, blocking, or elevated terrain, and make an attack roll with an attack value of 9 and a damage value of 2 against the target; the target can't be knocked back by the attack. If the attack succeeds but the character target takes no damage from the attack and has zero or one action token, give the target an action token.