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Marvel Game 5; Exiles Vs. Murderworld. The hometown heroes zyxba’s Exiles (home) vs the visiting mbauers’ Murderworld (visitor) (Games End Thursday, July 1 @ 11:59 PM, Pacific Time)
Exiles (home)
1) E Morph 90 pts
2) LE Clarice Ferguson 44 pts
3) R Havok 31 pts
4) V Mimic* 148 pts
* Fortitude 25 pts
5) R Blackhawks 23 pts
6) R Nocturne 35**
** Inside Information 4 pts
Total – 400 pts
vs
Murderworld (visitor)
1) E Arcade* 86 pts (6/6)
* Armor Piercing 10 pts
2) E Anarky 70 pts (6/6)
3) LE Dr. Doom (CT) 68 pts (5/5)
4) LE Symbiote 55 pts (7/7)
5) E Skullbuster 32 pts (6/6)
6) E Multiplex 30 pts (5/5)
7) R Killer Shrike 27 pts (5/5)
8) Hydra Medic** 12 pts (3/3)
** Invigorate 10 pts
A critical miss does not deal the attacker damage. Instead, after the attack resolves the target of the attack is healed of 1 damage. After a critical hit is resolved, remove an action token from the target of the attack if it has more than one action token.
Manager of the Heroclix Fantasy League's Legion of Super Heroes
Inside Information
Prerequisites: The character must have at least one keyword.
Choose a character.
When the character attacks an opposing character that has any of the keywords possessed by the characters, modify the character's attack value by +2.
4 Points
mu046 E Arcade
Team: No Affiliation
Range: 4
Points: 86
Keywords:
6
9
16
1
6
8
16
1
6
8
15
1
5
7
15
1
5
7
14
1
4
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
(Speed) Murderbots: Give Arcade a power action. Choose up to two standard objects, 10 or fewer squares from Arcade to which he has a clear line of fire when he is given the action, and move each object as if it were a character that has Arcade's speed value.
(Attack) Deathtrap: Once per turn as a free action, Arcade can remove from the game any object 10 or fewer squares from Arcade to which he has a clear line of fire and deal 1 damage to each character adjacent to the object.
(Defense) Murderworld: Arcade can use Barrier (as if he had a range of 10) and Mastermind.
Armor Piercing
Choose a character.
Damage dealt by this character may not be reduced below 1.
10 Points
aa020 E Anarky
Team: Batman Ally
Range: 0
Points: 70
Keywords: Gotham City, Politician, Teen
7
9
16
2
7
9
15
2
7
8
17
2
7
8
17
2
10
8
15
1
10
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
(Speed) Boom Tube: Anarky can use Phasing/Teleport and the Carry Ability.
(Attack) Tools of Change: Anarky can use Quake and Smoke Cloud. After Anarky uses Smoke Cloud, he can be given a move action as a free action.
(Damage) The Essence of Anarky is Surprise: Anarky can use Outwit. Anarky can use Probability Control if before using the power you remove an action token from an opposing character not currently taking an action.
ct110 LE Dr. Doom
Team: Minions of Doom
Range: 6
Points: 68
Keywords: Armor, Mystical, Politician, Ruler, Scientist
8
10
16
3
7
9
15
2
7
8
14
2
6
7
13
1
6
6
13
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
KO
KO
KO
KO
sn208 LE Symbiote
Team: No Affiliation
Range: 4
Points: 55
Keywords: Monster
10
8
17
2
9
8
16
3
8
9
15
2
7
10
15
2
6
10
15
1
7
8
14
2
8
6
13
3
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
mm008 E Skullbuster
Team: No Affiliation
Range: 6
Points: 32
Keywords: Martial Artist, Reavers, Robot
When the character uses Support, remove one action token from adjacent friendly characters (maximum of three total tokens removed.) Characters that have action tokens removed from them can't be given non-free actions the same turn this feat is used.
10 Points
A critical miss does not deal the attacker damage. Instead, after the attack resolves the target of the attack is healed of 1 damage. After a critical hit is resolved, remove an action token from the target of the attack if it has more than one action token.
Note: I am going to be in Chicago for 2 days. Likely, no internet. I'll respond promptly on Sunday however, and if I get any internet, promptly then. Poor phone and no map manipulation...
A critical miss does not deal the attacker damage. Instead, after the attack resolves the target of the attack is healed of 1 damage. After a critical hit is resolved, remove an action token from the target of the attack if it has more than one action token.
A critical miss does not deal the attacker damage. Instead, after the attack resolves the target of the attack is healed of 1 damage. After a critical hit is resolved, remove an action token from the target of the attack if it has more than one action token.
A critical miss does not deal the attacker damage. Instead, after the attack resolves the target of the attack is healed of 1 damage. After a critical hit is resolved, remove an action token from the target of the attack if it has more than one action token.
1) Shrike flies to K-13, dropping Arcade at L-12. He'll pick up the HO at H-18 along the way, which he drops when he gets to K-13. One for the push.
Free) Arcade uses Armor Piercing and detonates the object at K-13. He hits Mimic for one and himself for one, but he'll mastermind onto Shrike. 1 DFD to Shrike.
Free) Arcade outwits TK on Clarice.
Free) Doombot perplexes Anarky's defense up.
2) Anarky L/C to J-11.
3) Skullbuster runs to J-18.
4) Multiplex L/C to I-19.
Free) Anarky outwits Morph's Omnimorph.
MM + PC) Case by case.
Exiles (home)
1) E Morph 90 pts (7/7) L-2 (Omnimorph OWed)
2) LE Clarice Ferguson 44 pts (5/5) M-2@ (TK OWed)
3) R Havok 31 pts (5/5) K-2
4) V Mimic* 148 pts (7/8) J-12 @ (/w HO)
* Fortitude 25 pts
5) R Blackhawks 23 pts (5/5) K-10@
6) R Nocturne 35** (5/5) I-11@
** Inside Information 4 pts
Total – 400 pts
vs
Murderworld (visitor)
1) E Arcade* 86 pts (6/6) L-12
* Armor Piercing 10 pts
2) E Anarky 70 pts (6/6) J-11 @ (+1 defense)
3) LE Dr. Doom (CT) 68 pts (5/5) I-18 (stealth) (Bat Ally)
4) LE Symbiote 55 pts (7/7) I-16
5) E Skullbuster 32 pts (6/6) J-18 @ (stealth)
6) E Multiplex 30 pts (5/5) I-19 @
7) R Killer Shrike 27 pts (3/5) K-13 @@
8) Hydra Medic** 12 pts (3/3) I-20
** Invigorate 10 pts
A critical miss does not deal the attacker damage. Instead, after the attack resolves the target of the attack is healed of 1 damage. After a critical hit is resolved, remove an action token from the target of the attack if it has more than one action token.
A critical miss does not deal the attacker damage. Instead, after the attack resolves the target of the attack is healed of 1 damage. After a critical hit is resolved, remove an action token from the target of the attack if it has more than one action token.
Last edited by zyxba; 06/13/2010 at 18:21..
Reason: Continue turn.