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Reduce the cost of one figure with the GL TA by 40 points and add the Construct feat to that figure for free. Also add G’nort to your team for free.
Duped: At the start of each turn roll (two dice) for control of G’nort.
2 – 6: You (the GL Corp) control G’nort
7 – 12: Your opponent controls G’nort. (Despit his best efforts G'Nort isnt really helping the GL Corp that much)
Team Members: 20 points each
Abin Sur, Tomar Re, Katma Tui, Arisia, Ch’p, (Killowog), (Ganthet), (Guy Gardner), (John Stewart), (Kyle Rayner), (Hal Jordan)
User running the team:AbsolutVT69
Quote
All-Star Squadron 45
Once during the match at any time replace an object with R Plastic Man (he is now on your team).
Green Lantern Corp
Abin Sur U 137
Tomar Re U 111
Katma Tui U 89
Arisia U 103
Total=400 Also Available: Ch’p, Killowog, Ganthet, Kyle Rayner, Hal Jordan, Jade
All-Star Squadron
Shining Knight R 48
Fury V 54
Guardian U 47
Crimson Avenger U 53
Vigilante R 45
Damage E 62
Blackhawk V 35
Blackhawk E 30
Blackhawk R 25
Total = 399
Also Available: Bulleteer, Jesse Quick/Liberty Belle, Phantom Lady, Ray, Uncle Sam, Blackhawks, (Doll Man, Black Condor, Human Bomb - if WK Makes these figures in the near future)
Last edited by IceHot; 06/18/2008 at 14:21..
"A Jester unemployed is nobody's fool." - The Court Jester "And so he says, I don't like the cut of your jib, and I go, I says it's the only jib I got, baby!
I'll run the team as I did in the Qualifying rounds:
1. #GLC003 U Abin Sur
Team: Green Lantern Corps
Range: 10
Points: 137
9
11
17
3
8
10
17
3
8
10
17
3
8
9
16
2
8
9
16
2
7
8
15
2
7
7
14
2
6
7
14
3
6
10
13
3
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
2. #GLC004 V Arisia
Team: Green Lantern Corps
Range: 8
Points: 103-40=63
10
9
17
3
9
9
16
2
9
10
16
2
8
10
15
2
8
10
15
2
8
9
14
2
6
8
14
3
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Feat:
Construct (Free):
PREREQUISITE: Barrier
Choose a character.
Any opposing character adjacent to a barrier marker placed by the character that attempts to move (or would be moved by a power, ability, or effect possessed by another character) must attempt to break away. The effect of this feat ignores powers, abilities, and effects that allow a character to break away automatically.
3. #GLC002 E Ch'P
Team: Green Lantern Corps
Range: 8
Points: 82
9
9
16
3
10
9
18
3
8
9
17
2
9
10
16
2
8
9
15
2
7
8
14
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
4. #GLC007 E Tomar Re
Team: Green Lantern Corps
Range: 12
Points: 111
10
10
18
3
12
10
17
3
9
9
16
2
9
9
15
2
9
9
15
2
9
8
14
3
8
7
14
3
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Feat:
Coordination (6 points):
PREREQUISITE: Any team symbol
Choose a character.
Lines of fire to and from the character are not blocked by characters with the same team symbol.
5. #GLC001 R G'nort
Team: None
Range: 8
Points: Free
8
8
15
2
8
10
15
1
7
8
17
1
7
7
18
2
10
9
16
2
10
9
16
1
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
All Green Lantern TA members:
Feat:
Green Lantern Corps (0 points):
PREREQUISITE: Green Lantern TA
All characters with the Green Lantern Corps team ability have the following team ability instead of the Green Lantern Corps team ability:
When a character with this team ability makes an attack against a target character, you can modify the character’s attack by +1 for each friendly character with the team symbol that has attacked the target this turn.
If the character's controller does not use all of his or her actions for a turn, put a contingency token on this card if there are two or fewer tokens on this card. When a friendly character is given action, you can remove any number of tokens from this card: The character modifies the friendly character's speed, attack, or range value by +1 for each token removed.
When the character loses Leadership or Mastermind, remove all contingency tokens from this card.
cd087 U Crimson Avenger
Team: Justice Society
Range: 8
Points: 53
Keywords: Mystical
7
9
16
3
7
9
16
2
6
9
15
2
6
9
15
2
5
9
14
1
5
9
14
1
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
cj029 E Fury
Team: No Affiliation
Range: 0
Points: 48
Keywords: Monster
8
9
15
3
8
8
14
3
7
7
14
2
7
7
13
2
6
6
13
1
6
6
12
1
5
5
12
1
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
cd086 U Guardian
Team: No Affiliation
Range: 0
Points: 47
Keywords: Police, Reporter, Seven Soldiers
8
9
16
3
8
9
16
2
7
9
15
2
7
8
15
2
6
8
15
2
6
7
14
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
cr010 E Liberty Belle
Team: Justice Society
Range: 0
Points: 84
Keywords: Justice Society, Teen Titans
10
10
18
3
9
9
18
3
10
9
17
3
9
9
17
3
9
8
17
2
8
8
16
2
8
8
16
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
(Damage) Ring the Bell: Liberty Belle can use Pulse Wave as if she had a range value of 8.
Feat:
Movethrough (8pts)
Prerequisite: Charge
Choose a character.
The character ignores other characters for movement purposes, but it must still break away as normal.
jl049 R Shining Knight
Team: No Affiliation
Range: 0
Points: 48
Keywords: Past, Seven Soldiers, Teen, Warrior
9
9
16
2
8
8
16
2
8
8
15
2
8
7
14
2
7
7
14
1
6
7
14
1
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
jl033 R Vigilante
Team: Justice Society
Range: 6
Points: 45
Keywords: Celebrity, Seven Soldiers
9
9
16
2
9
8
15
2
8
8
15
2
8
7
15
2
8
7
14
1
7
7
14
1
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Feat:
Contingency Plan (12Pts)
Prerequisite: Leadership or Mastermind
Choose a character.
If the character's controller does not use all of his or her actions for a turn, put a contingency token on this card if there are two or fewer tokens on this card. When a friendly character is given action, you can remove any number of tokens from this card: The character modifies the friendly character's speed, attack, or range value by +1 for each token removed.
When the character loses Leadership or Mastermind, remove all contingency tokens from this card.
1. Blackhawk V 35 (6/6) I24
w/Contingency Plan 12
2. Crimson Avenger U 53 (6/6) J24
3. Fury E 48 (7/7) I23
4. Guardian U 47 (6/6) K24
5. Liberty Belle E 84 (7/7) K24
w/Movethrough 8
w/ Unstoppable 5
6. Shining Knight R 48 (6/6) J23/K23
7. Vigilante R 45 (6/6) L23
w/Contingency Plan 12
Total = 397
You have Liberty Belle and Guardian both at K24 (I'm thinking one was supposed to be L24). I put LB in L24. If that's not what you want just switch them before your first turn. Also do you want to use the new rules or the current ones?
Also do you want to play any BFCs? I'm going to play Resistance:
Quote
Characters can't be the target of Outwit when they are adjacent to at least one friendly character with the same team symbol.
Finally don't forget to roll for control of G'nort each turn. On a 2-6 you can move him like he was yours.
All-Star Squadron
1. Blackhawk V 35 (6/6) I24
w/Contingency Plan 12
2. Crimson Avenger U 53 (6/6) J24
3. Fury E 48 (7/7) I23
4. Guardian U 47 (6/6) K24
5. Liberty Belle E 84 (7/7) K24
w/Movethrough 8
w/ Unstoppable 5
6. Shining Knight R 48 (6/6) J23/K23
7. Vigilante R 45 (6/6) L23
w/Contingency Plan 12
Total = 397
I'm Going to play Deep Shadows
Treat all non-blocking terrain as hindering terrain for line of fire purposes. Characters with range values greater than 6 have range values of 6 instead, and range values can't be modified to a value more than 6. All powers, abilities, and effects able to effect characters more than 6 squares away instead affect characters up to 6 squares away.
and Crosswinds
Characters with the wing speed symbol gain Earthbound. This ability may not be countered.
Ok we'll go with the new rules although I don't think they'll matter much especially w/ no carrying involved.
Roll for G'nort = 9, he's yours.
1. Arisia will shoot out the wall at S7/8.
2. Abin Sur will move to S7.
3. Ch'P will move to R7.
4. Tomar Re will move to Q7.
Free) Tomar Re will Perplex Ch'p's defense to a 17.
BFCs: Deep Shadows, Crosswinds, Resistance
All-Star Squadron
1. Blackhawk V 35 (6/6) I24
w/Contingency Plan 12
2. Crimson Avenger U 53 (6/6) J24
3. Fury E 48 (7/7) I23
4. Guardian U 47 (6/6) K24
5. Liberty Belle E 84 (7/7) K24
w/Movethrough 8
w/ Unstoppable 5
6. Shining Knight R 48 (6/6) J23/K23
7. Vigilante R 45 (6/6) L23
w/Contingency Plan 12
Total = 397