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Cross-Universe Game 5: Time Stealers v MODOK's 11. The hometown heroes Vicious X's Time Stealers (home) vs the visiting Kontrol's MODOK's 11 (visitor) (Games End Thursday, June 9th @ 11:59 PM, Pacific Time)
Time Stealers
7 Lackey
88 Despero*
90 Per Degaton*
80 Ultra Humanite
+Fuel Tank
* 10 Outsmart
285
vs
Team (MODOK's 11)
V Living Laser 91 pts
E (Nightshade) Wizard 74 pts
U (Mentallo) Mad Thinker 53 pts
E The Spot 51 pts
LE George Tarleton 16 pts
R Researcher 15 pts
Theme (Scientist) PC (1/1 or 2/2) I forget with the new rules.
Looking forward to this game! Good luck and lets have fun
Time Stealers Line up
ht019 R Lackey
Team: No Affiliation
Range: 0
Points: 7
Keywords: Metropolis
6
6
14
1
5
5
13
1
4
4
12
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
KO
KO
KO
KO
KO
KO
KO
KO
aa054 U Despero
Team: No Affiliation
Range: 6
Points: 88
Keywords: Psychic, Secret Society of Super Villains, Time Stealers
7
10
16
2
7
9
16
2
6
9
15
2
6
8
15
2
6
8
15
2
5
8
14
2
5
7
14
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
(Speed) Psionics: Mind Control and Telekinesis
(Attack) Dangerous Game: Despero can use Psychic Blast. Give Despero a power action and choose a target opposing character 6 or fewer squares from Despero to which he can draw a clear line of fire. Put the target in a square of clear unoccupied terrain 8 or fewer squares from Despero to which he has a clear line of fire.
(Damage) Tyrant: Leadership and Outwit
aa029 U Per Degaton
Team: Hypertime
Range: 6
Points: 90
Keywords: Future, Injustice Society, Past, Time Stealers
9
10
17
2
9
9
19
2
8
9
17
2
8
9
16
2
8
8
17
2
7
8
19
2
7
8
16
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
(Attack) I Will Watch You Die: Per Degaton can use Psychic Blast. Once during your turn, Per Degaton can use Incapacitate as a free action if he has no action tokens.
(Damage) Time Stealer: Per Degaton can use Outwit and Probability Control.
un089 U Ultrahumanite
Team: No Affiliation
Range: 0
Points: 80
Keywords: Animal, Secret Society of Super Villains, Psychic, Scientist
8
9
15
3
8
9
15
2
7
8
15
2
7
8
14
2
6
8
14
2
6
7
14
1
5
7
13
1
5
7
12
1
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Fuel Tank
A character may throw this object up to 6 squares. If this object is used as part of a successful attack, also deal 1 damage to all figures adjacent to the target.
I completely forgot Spot was injured last game. Damn, got to be careful now. MODOK's 11
av017 V Living Laser
Team: No Affiliation
Range: 10
Points: 91
Keywords: Lethal Legion, Mandarin's Minions, Scientist
12
9
19
3
10
9
18
3
10
8
17
3
9
8
16
3
8
8
15
2
8
7
14
2
10
7
13
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
sn026 E Deadly Nightshade
Team: No Affiliation
Range: 6
Points: 74
Keywords: Frightful Four, Scientist
8
9
16
2
6
8
16
2
6
7
15
1
6
7
15
1
5
6
15
1
5
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
ff086 U Mentallo
Team: No Affiliation
Range: 8
Points: 53
Keywords: Maggia, Scientist
6
9
15
1
6
9
14
1
6
8
14
1
5
8
13
1
5
7
12
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
ws051 E The Spot (injured stats reflected)
Team: No Affiliation
Range: 0
Points: 51
Keywords: M.O.D.O.K.'s 11, Scientist, Spider-Man Revenge Squad
8
8
17
2
8
8
17
1
8
8
16
1
8
8
15
1
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
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KO
KO
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KO
KO
KO
KO
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KO
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KO
(Attack) Out of the...Spots?: Once per turn, before The Spot is given a close combat action, you may place him in any square within 6 squares and line of fire that�s also adjacent to a wall, blocking terrain or is a grounded square adjacent to elevated terrain.
(Speed) Trans-Dimensional Spots: The Spot can use Flurry and Phasing / Teleport.
ct104 LE George Tarleton
Team: Hydra
Range: 6
Points: 16
Keywords: A.I.M., Scientist
6
8
14
2
5
7
13
2
4
6
11
1
4
4
11
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
KO
KO
KO
KO
ws003 R Researcher
Team: No Affiliation
Range: 2
Points: 15
Keywords: Scientist
6
7
14
1
6
7
13
1
5
6
12
1
KO
KO
KO
KO
KO
KO
KO
KO
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KO
KO
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KO
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KO
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(Damage) Minion: Not an Idea Man: When a friendly character with the Scientist keyword and a higher point value is within 8 squares, Researcher can use Enhancement, but only to affect characters with the Scientist keyword.
If you let them kill your dreams, it'll haunt you.
Make your own Change. Find an Office to run for in your local community.
Hawkworld is defined by its Special Terrain, as all maps dabbling in Orange seem to be. To capture the aerial nature of Hawkworld, this map sports open air spaces, complete with a simulated 'falling' mechanic (and the 'game balance'-dictated 'respawning' rule).
This isn't the first time we've seen this rule (though there are slight changes in its wording). Marvel's Avengers set hosted the Coming of Galactus tournament series, with a remake of Galactus as a top prize. Included with that figure was a Rooftop map (which we will take a look at later in the series), and that Rooftop map debuted this mechanic. For the multitude of players who never had the chance to own that map, the return to this gimmick is a welcome wide release.
Don't make the mistake of thinking that Open Air is off-limits to non-flying characters. Any figure is able to cross the gap; it's just stopping in the open terrain that's problematic. That means that, as strange as it seems, the Flash can attack from a square of Open Air, so long as he resolves his Hypersonic Speed action on solid ground.
There's plenty of fun to be had with the Open Air rules, which is good because there are 186 squares of it! That's 48% of the map! 186 squares that can only be safely occupied by a flying character. 186 squares of quick escape. 186 squares of ideal knockback path. You see where I'm going with this.
Aside from the Open Air, this map has a couple of noteworthy components. Squares B7 and B18 are fantastic cover points; just make sure you have an escape plan in case your opponent boxes you in! Each side has a pair of towers; these will let you see over your friends to fire on the opponent, and plenty of ranged figures should be able to provide cover fire well into the middle 'bridge'. Finally, the starting areas surge forward toward the battle, likely to counterbalance the 'respawning' effect.
By the way, if you haven't noticed by now, this map is identical on either side; despite the fantastic perspective elements, the actual terrain is exactly the same.
Despite the fact that there's a fair amount going on with this map's unique layout, the Open Air still remains the focus when considering this map. If you chose to use this map, you better be utilizing it! So who does that best?
-Fliers, quite obviously, but fliers with range especially. You need not fear being based on this map; in order to land a close combat hit, your opponent will need Charge, Hypersonic Speed, or the Transporter ability, and the first of those will 'fall' and 'respawn' at the resolution of the attack. If you can avoid it, don't take up your position in the lower lettered columns, where the stone hawk can provide cover to potential targets.
-Plasticity. Anytime there are narrow areas of passage, you should immediately think Dark Blue (have you ever been alone in a crowded room?). While this map does allow for circumventing your choke points, you'll be forcing your opponent to use extra movement traversing through dangerous terrain. On that same note...
-Double Base figures can cut off the safe passages of the map.
-Support figures can stay safely in the back lines; any character is never more than a few steps away from a return to the starting area for some healing help, so long as they can survive the fall damage.
-Force Blast and Quake wait their whole lives to play on a map like this. If ever there was a place to use Gorgon or Malice, this map is it. Force Blast is of course more reliable; you don't risk missing. However, Quake can be used with Charge; it can send multiple opponents off the edge; and you don't risk overshooting with an ill-timed 6. A team built around Force Blast or Quake should always be themed to ensure the best chances of a fall-damage map like this one.
Hawkworld
Orange squares are Open Air (Low Gravity). After actions
resolve, if a character who can’t use the Flight ability
occupies an Open Air square, deal them 1 unavoidable
damage, then that character’s owner may placeplaces them
in their starting area. Non-carried objects in Open Air
squares are removed from the map. Open Air squares are
otherwise treated as clear terrain.
2010, 2013 HCFL Champ, 2016 Colorado State Champion, 2nd Place Team Worlds
HCFL 2018 - United Atlantis
V Living Laser 91 pts J-21
E (Nightshade) Wizard 74 pts I-21
U (Mentallo) Mad Thinker 53 pts I-22
E The Spot 51 pts H-21
LE George Tarleton 16 pts H-22
R Researcher 15 pts J-22
Theme (Scientist) PC (1/1 or 2/2) I forget with the new rules.
300 pts
The Great Arena
Any successful attack roll resulting in doubles is a critical hit.
V Living Laser 91 pts J-21
E (Nightshade) Wizard 74 pts I-21
U (Mentallo) Mad Thinker 53 pts M-20
E The Spot 51 pts M-19 @
LE George Tarleton 16 pts H-22
R Researcher 15 pts J-22
Theme (Scientist) PC (1/1)
300 pts
The Great Arena
Any successful attack roll resulting in doubles is a critical hit.
V Living Laser 91 pts J-21
E (Nightshade) Wizard 74 pts I-21
U (Mentallo) Mad Thinker 53 pts M-20
E The Spot 51 pts M-19 @ (Transport OWed)
LE George Tarleton 16 pts H-22
R Researcher 15 pts J-22
Theme (Scientist) PC (1/1)
300 pts
The Great Arena
Any successful attack roll resulting in doubles is a critical hit.
1) Nightshade TKs LL to I-20
Free) Nightshade Perplex up LL's Range +1
2) Tarleton moves to H-20
3) LL shoots at Per Degation
9 vs 17-1+1
Roll 1,6 miss
Reroll 4,5 hit
Super senses 6 miss.
Per Degaton will PC first successful attack that he sees and will use his TA if anyone tries to base him.
V Living Laser 91 pts I-20
E (Nightshade) Wizard 74 pts I-21
U (Mentallo) Mad Thinker 53 pts M-20
E The Spot 51 pts M-19 @ (Transport OWed)
LE George Tarleton 16 pts H-20
R Researcher 15 pts J-22
Theme (Scientist) PC (1/1)
300 pts
The Great Arena
Any successful attack roll resulting in doubles is a critical hit.