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(Defense) Prince of Lies: Loki can use Mastermind. When he does, he can treat any friendly character 4 or fewer squares away to which he has a clear line of fire as if it were adjacent.
(Damage) God of Mischief: Loki can use Outwit and Perplex.
(Speed) Invisible: Any character that is 7 or more spaces from Lyja Lazerfist can't draw a line of fire to her.
(Defense) Force Fields: Lyja Lazerfist can use Barrier and Invulnerability.
(Damage) To the Negative Zone: Lyja Lazerfist can use Outwit. Modify Lyja Lazerfist's damage value by +2 when she makes a ranged combat attack. Whem making ranged combat attacks, Lyja Lazerfist ignores terrain, walls, and opposing characters' Stealth.
mu101 E Esme Cuckoo
Team: The Brotherhood
Range: 8
Points: 50
Keywords: Brotherhood of Mutants, Mutant, Psychic, Teen
7
10
16
2
6
9
15
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6
8
14
1
5
7
13
1
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(Special) Cuckoo: Esme Cuckoo is considered a Cuckoo for the purposes of the Cuckoo's Coordination and Hive Mind special powers.
aw028 R Ghost
Team: No Affiliation
Range: 0
Points: 22
Keywords: Spy
6
7
17
2
5
6
16
2
5
6
15
2
5
6
15
1
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VS
dr009e E Advanced Sentinel: Beta-7
Team: No Affiliation
Range: 10
Points: 300
Keywords: Future, Robot
10
10
17
3
8
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3
9
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4
11
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1
KO
KO
KO
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mm052 R Bishop
Team: No Affiliation
Range: 6
Points: 61
Keywords: Future, Warrior
8
9
15
2
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8
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1
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ct043 R Invisible Girl
Team: Fantastic Four
Range: 0
Points: 37
Keywords: Fantastic Four
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18
1
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5
17
1
5
5
15
1
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4
14
1
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4
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1
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Sentinel/Colossal rules.
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.
Last edited by michiganj24; 08/09/2010 at 00:09..
NO SANTA LEFT BEHIND
Not Just Another Empty Political Slogan
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.
"Your last outing was not to my liking. I was quite unimpressed with how you managed to be completely shut out by that buffoon Strange and his motley crew of fools. Thusly I will personally lead this expedition as a training exercise for you all. As to the failure well he has been punished for his failures pray you do not follow in his footsteps."
Loki points to the corner to see a Norman Osborn squatting in his own puke and bile. Foaming at the mouth he looks quite the patcher one, a might fall from his once position of Leadership.
"Lyja tis your chance to redeem yourself. Esme your chance to impress and thus I chose opponents than you would have a healthy respect for ...The Sentinels."
The teenage one gulped hard knowing of their destructive powers and how her life could end in an instant here this was not like facing heroes who held back from delivering the killing blow.
"What of Me Loki how do I fit in"
"My dear Ghost have you ever heard the turn...MEAT SHIELD"
"Oh yeah. I love this thing. You don't know what you're missing, Meld, not having a Brawler."
"I don't want to have anything anymore, Rajani."
"Well then why don't you just- Wait a second. I'm picking up something on our short ranged tracker. Several life forms just appeared out of nowhere. One human, one mutant, one skrull and something else. The computer can't seem to register it."
Rajani grabbed the Brawler Sentinel's radio.
"Be advised we have skrull presence in sector G18. Request backup."
"This is X-Man Bishop. I'm on my way."
Loki’s Cabal
1. Lyja Lazerfist (SR Susan Richards) 120 pts
2. V Loki (HoT) 208 pts
3. R Ghost 22 pts
4. E Esme Cuckoo 50 pts
Total: 400 pts
Versus
Sentinel Squad O.N.E.
1. E Advanced Sentinel Beta-7 300 points J/K23/24
2. R Meld (Invisible Girl) 37 points J24
3. R Bishop 61 points H23
Total: 398 pts
BFC: BLACKEST NIGHT
Characters can’t be healed by standard powers or team abilities unless they possess the Black Lantern Corps keyword.
Esme is rocking out to Katy Perry's California Mutants on her Stark Pod when Lyja suddenly grabs her
"Hey girl..alien...whatever. A little notice and next time lets not fly so high every frakking amateur paparazzi at this school just got to see my pink playtpus"
"Your fault for emulating Britney slut"
"Girls stop bickering or I will enlist Blob as your new roommate. Focus Fail me here and I will make you wish you were Norman"
Loki carries Ghost to L8/7
Esme does a dance
Lyja carries Esme to N8/N9
Default Loki will Mastermind to Ghost
Loki will Pc first attack he sees on anyone BUT Ghost
Loki’s Cabal
1. V Loki (HoT) 208 pts L8@
2. Lyja Lazerfist (SR Susan Richards) 120 pts N8@
3. E Esme Cuckoo 50 pts N9@
4. R Ghost 22 pts L7
Total: 400 pts
Versus
Sentinel Squad O.N.E.
1. E Advanced Sentinel Beta-7 300 points J/K23/24
2. R Meld (Invisible Girl) 37 points J24
3. R Bishop 61 points H23
"Evil waits for no one so all us must wait for it. Patience my minions they shall come to us all foolish heroes do. They rush in where any right minded would fear to tread but not heroes. And these shall be no different"
Esme Pushes
Rest clear
standard instructions
Loki’s Cabal
1. V Loki (HoT) 208 pts L8
2. Lyja Lazerfist (SR Susan Richards) 120 pts N8
3. E Esme Cuckoo 50 pts N9@@ (4/5) +1D
4. R Ghost 22 pts L7
Total: 400 pts
Versus
Sentinel Squad O.N.E.
1. E Advanced Sentinel Beta-7 300 points E21/F22@
2. R Meld (Invisible Girl) 37 points D22@
3. R Bishop 61 points E23@
Turn 3
Loki to L12 (Stealth)
PC Case to Case(although I cant see how you can attack)
Loki’s Cabal
1. V Loki (HoT) 208 pts L12 @
2. Lyja Lazerfist (SR Susan Richards) 120 pts N8
3. E Esme Cuckoo 50 pts N9 (4/5) +1D
4. R Ghost 22 pts L7
Total: 400 pts
Versus
Sentinel Squad O.N.E.
1. E Advanced Sentinel Beta-7 300 points E21/F22@
2. R Meld (Invisible Girl) 37 points D22@
3. R Bishop 61 points E23@
Loki sits down and muses to himself
" No wonder everyone always mocks the government if this is their typical response time its amazing they are not still driving horse and buggies"
NO SANTA LEFT BEHIND
Not Just Another Empty Political Slogan
I'm probably going to have to explain my strategy after the fact but the heroclix rules prevent me from just stepping on the house.
Sentinels 3
1) The Brawler flies to H17/I18, carrying Meld to G18.
2) Bishop to G17.
Turn 3
Loki to L12 (Stealth)
PC Case to Case(although I cant see how you can attack)
Loki’s Cabal
1. V Loki (HoT) 208 pts L12 @
2. Lyja Lazerfist (SR Susan Richards) 120 pts N8
3. E Esme Cuckoo 50 pts N9 (4/5) +1D
4. R Ghost 22 pts L7
Total: 400 pts
Versus
Sentinel Squad O.N.E.
1. E Advanced Sentinel Beta-7 300 points H17/I18@
2. R Meld (Invisible Girl) 37 points G18
3. R Bishop 61 points G17@
The Skrull attempted to use its powers to damage the giant robot but her blast fell just short.
"I am sorry my master I have failed you"
"No my dear not yet. You have kept the monstrosity off balance and that is what is vital. Keep up the work and we shall be the victors"
Lyja RS to P12 9 vs 17+2 Miss with an 8
Loki’s Cabal
1. V Loki (HoT) 208 pts L12
2. Lyja Lazerfist (SR Susan Richards) 120 pts P12@
3. E Esme Cuckoo 50 pts N9 (4/5)
4. R Ghost 22 pts L7
Total: 400 pts
Versus
Sentinel Squad O.N.E.
1. E Advanced Sentinel Beta-7 300 points H17/I18@
2. R Meld (Invisible Girl) 37 points G18
3. R Bishop 61 points G17@