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aw067 R War Machine
Team: No Affiliation
Range: 8
Points: 94
Keywords: Armor, Soldier
10
9
17
3
10
9
17
3
9
9
17
3
9
8
16
3
8
8
16
3
8
8
16
2
8
8
15
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
icS01r R Sentinel Mark I
Team: No Affiliation
Range: 10
Points: 100
Keywords: Future, Robot
7
9
15
2
7
9
15
2
7
9
15
2
10
11
17
3
8
10
16
2
7
9
15
1
5
8
15
1
5
8
15
1
5
8
15
.
5
8
15
.
4
8
15
.
4
8
15
.
KO
KO
KO
KO
KO
KO
KO
KO
mu039 R Recon Sentinel
Team: No Affiliation
Range: 8
Points: 124
Keywords: Robot
9
11
17
3
8
10
16
3
8
10
16
3
7
10
15
2
7
9
15
2
7
9
14
2
6
8
14
2
6
8
13
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
(Damage) Strategic Database: Danger can use Probability Control. Her powers can't be countered, and no opposing characters 10 or fewer squares from Danger to which she has a clear line of fire at the beginning of any action can have their combat values modified during that action if the modified value would be higher.
ct043 R Meld
Team: Fantastic Four
Range: 0
Points: 37
Keywords: Fantastic Four
6
6
18
1
6
5
17
1
5
5
15
1
5
4
14
1
4
4
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
KO
KO
KO
KO
sn037 R Shadowcat
Team: X-Men
Range: 0
Points: 30
Keywords: Mutant, New Mutants, Teen, X-Men
8
8
16
2
7
8
16
2
7
7
16
1
6
7
15
1
6
6
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
KO
KO
KO
KO
cj004 R Mechanic
Team: No Affiliation
Range: 0
Points: 9
Keywords: Past, Soldier
I think this map has smaller maps that go with it that can get placed on top, making it a time travel map but even if we had those maps, its kinda hard to put them on top using peers' map thingie.
I think I've played on this map a couple times in the leagues without the special rules so lets not worry about it.
You're home team so you can pick which side you want and who gets to go first. Good luck!
I think this map has smaller maps that go with it that can get placed on top, making it a time travel map but even if we had those maps, its kinda hard to put them on top using peers' map thingie.
I think I've played on this map a couple times in the leagues without the special rules so lets not worry about it.
You're home team so you can pick which side you want and who gets to go first. Good luck!
Colossals ignore the effects of hindering, elevated and outdoor blocking terrain on movement. Colossals cannot be tked. Colossals can make ranged combat attacks even when adjacent to opposing characters.
Sentinels are not effected by: Exploit Weakness, Forceblast, Incap, Mind Control, Plasticity, Poison, Psiblast, Shape Change, Steal Energy, Support (I shoulda read this document earlier!) or any TAs that mimic their effects.
Sentinels are not effected by knockback, break away automatically, are adjacent to characters in squares it is next to regardless of elevation, can't be carried, can't be captured and recieves double victory points (and vice versa) for koing X-Men, Ultimate X-Men, Brotherhood and Morlocks.
Sentinels can continue to push even when they already have two action tokens. Figures (except giants) do not block LoF to and from Sentinels.
MULTIATTACK (optional) Give this character a power action. It can use
two free actions against up to two targets per action. These free actions may
be power actions, close combat actions, and ranged combat actions, though
free actions gained from this power can’t be used to activate this power.
Make an attack roll for each attack, if any. Any damage dealt by one of these
attacks is reduced by 1, minimum 1 damage. This power can’t be countered
or lost.
CAPTURE (optional) Give this character a power action and make a close
combat attack against a single target opposing standard character; targets
with Phasing or Plasticity modify their defense values by +2 for the attack.
If the attack succeeds, it deals no damage; the target character is captured
and is called a captive.
Remove all action tokens from a captive. Remove a captive from the
battlefield until it is rescued (see below). While removed from the battlefield,
a captive can’t be dealt or take damage, and it can’t be given actions.
If this character has two captives, it can’t capture another character until
at least one of the captives is rescued or released (see below), and it can’t
make close combat attacks.
If this character has any captives when it is knocked out, before removing
this character from the game, the player who knocked out this character
(including the player controlling this character if it was knocked out due to
pushing damage or a similar effect) places each captive in an unoccupied
square adjacent to this character’s base and gives each an action token.
Releasing captives. When it occupies its starting area, this character
can be given a power action to release one of its captives into an adjacent
unoccupied square also in the starting area. A released captive is immediately
knocked out, and this character’s player receives double victory points for the
released captive. If the released captive is an archenemy of this character,
this character’s player receives triple victory points for the released captive.
If the game ends and this character has captives, no player receives victory
points for the captives. If this character captures the last opposing character,
the game ends after that action resolves.
Rescuing captives. Characters friendly to a captive can attempt to rescue
that captive. To do so, give a character a power action; it makes a close
or ranged combat attack against the target character that captured the
captive. The target modifies its defense value by –1 for the attack for each
of its captives. If the attack succeeds, the attack deals no damage; instead,
the attacker chooses a friendly captive. The captive is rescued and placed in
an unoccupied square adjacent to the target of the attack. Give the rescued
character an action token; it can be given an action in the same turn it is
rescued, but it is pushed normally.
This story happen during the events of Squadron Supreme 3...
In a time were Humanity could confront their own destruction the group of Greatest Heroes of This Earth begin the called "Utopia Program". A Program that will bring Peace and create Paradise on Earth!..
-Squadron! remember that we are here to disarm the Military WITHOUT harm lives-
-We know Hyperion.- Say The Whizzer.-I could not see to the eyes to my Familly if I warm somebody in a permanent way...-
-There is something Wrong, Tom?-
-I'm not sure, Golden Archer.. Hyperion want us to disarm all the Military on the World BUT my tracking device is reading something odd.. This Soldiers... I can read that they are humans for sure, but they machines and weapons.. Looks like their technology are NOT from THIS World...-
1) Hyperion go to R6 carrying the Whizzer to R5.
2) Skymax pick up the Heavy objet and Amphibian and go to Q6 and leave Amphibian in Q5
3) Tom hover to P6.
4) Golder Archer run to P4.
Amphibian use the Defender team ability. All the Defenders share their Defense Value. Tom will PC eveything he may see.
"Alright no more training simulations, boys. We've got the Squadron Sinister on the loose and we can't count any the Avengers to handle them this time. Lex, take the recon."
"Right on."
"Joni, the brawler is in for repairs. You'll have to take the Mark I."
"That old hunk of junk? Gimmie a break, Commander."
"Our other Sentinels are dealing with dinosaurs in the Savage Land and we don't have time for your backtalk. Meld, I need to you keep our Sentinels from falling apart. The Squadron Sinister is tough. You'll have to be too. Sentinel Squad, MOVE OUT!"
"Rock and roll" Shadowcat says sarcastically. "How did I ever let Bishop convince me to join up with this crowd?"
Sentinels Turn 1B
1) War Machine flies to S19. Alex follows (is taxied) in the Recon Sentinel to R19.
2) Joni in the Mark I picks up her friend Meld and walks to P19/Q20. She puts Meld down at R20 where he uses his magnetism to protect all the Sentinels.