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Pre-Season Game; Easy Company Vs. Runaways. The hometown heroes da-Craig-Os Easy Company (home) vs the visiting Deruns Runaways (visitor) (Games End Wednesday, February 9 @ 11:59 PM, Pacific Time)
Easy Company
1) R Sgt Rock 28 pts (5/5)
2) R Green Lantern 81 pts (6/6)
3) Mademoisselle Marie 73 pts (6/6)
4) Captain Metropolis* 40 pts (5/5)
* Suppressive Fire 5 pts
5) R Blackhawks 23 pts (5/5)
6) R Easy Company Soldier 10 pts (4/4)
7) R Easy Company Soldier 10 pts (4/4)
8) R Easy Company Soldier 10 pts (4/4)
9) R Easy Company Medic 9 pts (4/4)
10) R Easy Company Medic 9 pts (4/4)
Total 299 pts
vs
Runaways
1) R Chase Stein* 45 pts (6/6)
2) E Molly Hayes* 43 pts (4/4)
3) E Karolina Dean** 55 pts (6/6)
4) U Nico Minoru* 84 pts (6/6)
5) U Gertrude Yorkes & Old Lace* 54 pts (6/6)
* Runaways 3pts (ATA)
** Runaways 3pts (ATA), Not So Special 3pts (Team Feat)
When a character is the target of Outwit or Perplex, its controlled rolls on six-sided die. On a result of 4-6, the target ignores that use of Outwit or Perplex.
Manager of the Heroclix Fantasy League's Legion of Super Heroes
#019 R Chase Stein
Team: No Affiliation
Range: 0
Points: 45
Keywords: Runaways, Teen
6
9
16
2
6
8
15
2
5
8
14
2
5
7
14
2
5
7
14
1
4
6
13
1
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Speed - LEAPFROG:: Chase Stein can use Leap/Climb. Chase Stein can use the Carry ability to carry up to eight friendly characters that must have the Kid, Runaways, or Teen keyword. Chase Stein can carry friendly characters with the Runaways keyword regardless of their attack and speed symbols. Chase Stein's speed value is not modified by the Carry ability. Attack - FLAME: : Chase Stein can use Energy Explosion as if he had a range of 4.
#041 E Molly Hayes
Team: No Affiliation
Range: 0
Points: 43
Keywords: Kid, Runaways
6
9
19
3
6
9
18
3
5
8
16
2
3
8
15
1
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#045 E Karolina Dean
Team: No Affiliation
Range: 8
Points: 55
Keywords: Runaways, Teen
10
10
16
2
8
9
16
2
8
9
15
2
7
8
15
1
7
8
14
1
6
7
14
1
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Defense - GET BEHIND ME!:: Karolina Dean and friendly characters adjacent to her can use Energy Shield/Deflection if they can't already.
#047 U Nico Minoru
Team: No Affiliation
Range: 8
Points: 84
Keywords: Mystical, Runaways, Teen
6
9
15
2
6
9
15
1
6
8
14
1
6
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14
1
5
7
13
1
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1
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Speed - STAFF OF ONE:: Once during each of your turns, you may give Nico Minoru a free action and choose a standard power you didn't choose during your last turn. Nico can use that power until the beginning of you next turn.
#058 U Old Lace (Gertrude Yorkes & Ol)
Team: No Affiliation
Range: 0
Points: 54
Keywords: Animal, Runaways, Teen
8
9
15
3
8
9
15
3
8
8
15
2
8
8
14
2
7
8
14
2
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8
14
2
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Attack - ARSENIC:: Once per action when an opposing character moves into a square adjacent to Gertrude Yorkes and Old Lace, that character is immediately dealt 1 damage before it can make any attack Damage - LEND A DINO:: When an adjacent friendly character makes a close combat attack against a single opposing target, if Gertrude Yorkes and Old Lace are also adjacent to that target they can make a close combat attacke against that target as a free action.
Runaways ATAPrerequisites: Runaways keyword
All characters on your force with the Runaways keyword are assigned this feat and have the following team ability instead of any other team ability:
Whenever a character with this team ability makes an attack, modify their attack value by +1 for each other friendly character with this team ability that dealt damage to an opposing character this turn.
Cost: 3 Points per character on your force with the Runaways keyword.
Not So Special (Team Feat)
Choose a character. Whenever this character attacks an opposing character possessing a Special Power, if this character currently possesses no Special Power or Traits, modify this character?s attack value by +1.
I must have missed where folks get to take their ATA and a team feat. Shows what I know.
cj019 R Sgt. Rock
Team: Police
Range: 6
Points: 28
Keywords: Past, Soldier
7
9
15
2
6
8
14
2
5
7
13
1
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12
1
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1
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cj082 R Green Lantern
Team: Green Lantern Corps
Range: 8
Points: 81
Keywords: Green Lantern Corps
10
8
15
2
8
7
14
2
8
7
15
1
6
6
14
1
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13
2
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12
2
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bb029 V Mademoiselle Marie
Team: No Affiliation
Range: 8
Points: 73
Keywords: Checkmate, Soldier
8
10
17
2
8
10
17
2
7
9
16
2
7
9
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2
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8
15
1
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1
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(Attack) Improvise: Whenever Mademoiselle Marie KOs an opposing character, put an improvise token on her character card if she doesn't have one already. If an attack roll made by her misses, but is not a critical miss, you may remove an improvise token to automatically hit instead.
wm008 U Captain Metropolis
Team: No Affiliation
Range: 6
Points: 40
Keywords: Minutemen, Soldier
8
10
16
1
7
9
16
1
6
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1
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(Defense) We Have to Stand Together!: When Captain Metropolis is adjacent to a friendly character, modify the defense value of Captain Metropolis and all friendly characters adjacent to Captain Metropolisby +1.
(Damage) Military Experience: Captain Metropolis can use Enhancement and Leadership
or001 R Blackhawks
Team: Police
Range: 6
Points: 23
Keywords: Blackhawks, Past, Soldier
8
9
15
2
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2
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14
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1
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cj001 R Easy Company Soldier
Team: No Affiliation
Range: 6
Points: 10
Keywords: Past, Soldier
6
7
14
1
5
6
13
1
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6
12
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cj004 R Easy Company Medic
Team: No Affiliation
Range: 0
Points: 9
Keywords: Past, Soldier
6
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14
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5
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13
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5
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12
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4
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12
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Suppressive Fire:
Prerequisites: Enhancement or Ranged Combat Expert or Sharpshooter
Choose a Character
At the end of your turn, you can choose a target opposing character 8 or fewer squares away to which the character can draw a clear line of fire; give the chosen character a Suppression token. Until the beginning of your next turn, if the chosen character would be given a ranged combat action or make a ranged combat attack, its controller must roll a d6; on a result of 1 or 2, the attack can't be made or the action can't be given (the action can still be given to another character, if possible).
At the beginning of your next turn after the character uses this feat, remove all Suppression tokens from opposing characters and then either remove this feat from the game or roll a d6; on a result of 1-4 give a action token to this character (the token deals pushing damage normally).
When a character is the target of Outwit or Perplex, its controlled rolls on six-sided die. On a result of 4-6, the target ignores that use of Outwit or Perplex.
When a character is the target of Outwit or Perplex, its controlled rolls on six-sided die. On a result of 4-6, the target ignores that use of Outwit or Perplex.
______________________________________________________________
Runaways Turn 1
1). Chase leap climbs to Q-8 carrying Molly, Nico, Karolina and Gertrude and Old Lace with him. They are placed in P-8, R-9, P-9 and Q-9 Respectively.
Free) Nico uses staff of one and gains stealth.
PC Instruction: If Molly is hit by an attack she will take a token to force a re-roll
Done
Easy Company
1) R Sgt Rock 28 pts (5/5) - A10
2) R Green Lantern 81 pts (6/6) - B10
3) Mademoisselle Marie 73 pts (6/6) - A11
4) Captain Metropolis* 40 pts (5/5) - B11
* Suppressive Fire 5 pts
5) R Blackhawks 23 pts (5/5) - A9
6) R Easy Company Soldier 10 pts (4/4) - B9
7) R Easy Company Soldier 10 pts (4/4) - A8
8) R Easy Company Soldier 10 pts (4/4) - B8
9) R Easy Company Medic 9 pts (4/4) - A7
10) R Easy Company Medic 9 pts (4/4) - B7
Total 299 pts
vs
Runaways
1) R Chase Stein* 45 pts (6/6) Q-8 @ (hindering)
2) E Molly Hayes* 43 pts (4/4) P-8 (hindering)
3) E Karolina Dean** 55 pts (6/6) R-9
4) U Nico Minoru* 84 pts (6/6) P-9 (hindering) (Has Stealth)
5) U Gertrude Yorkes & Old Lace* 54 pts (6/6) Q-9 (hindering)
* Runaways 3pts (ATA)
** Runaways 3pts (ATA), Not So Special 3pts (Team Feat)
When a character is the target of Outwit or Perplex, its controlled rolls on six-sided die. On a result of 4-6, the target ignores that use of Outwit or Perplex.
When a character is the target of Outwit or Perplex, its controlled rolls on six-sided die. On a result of 4-6, the target ignores that use of Outwit or Perplex.
Going by some of the other pre season games we should be in for some craptastic rolls if the pre season curse hits us. But lets hope we get the rolls we need to get us some stats. Good luck sir !
When a character is the target of Outwit or Perplex, its controlled rolls on six-sided die. On a result of 4-6, the target ignores that use of Outwit or Perplex.