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BFC: PROXIMITY MINES At the end of a turn, if any character is in the same square as an uncarried object or in a square adjacent to an uncarried object, roll one six-sided die. On a result of 5 or 6, deal 1 damage (that ignores all effects that reduce damage) to all characters in the same square as or adjacent to the object, and then remove the object from the game.
BFC: PROXIMITY MINES At the end of a turn, if any character is in the same square as an uncarried object or in a square adjacent to an uncarried object, roll one six-sided die. On a result of 5 or 6, deal 1 damage (that ignores all effects that reduce damage) to all characters in the same square as or adjacent to the object, and then remove the object from the game.
an050 R Superman
Team: Justice Society
Range: 0
Points: 120
Keywords: All Star Squadron, Justice Society, Metropolis, Reporter
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(Special) Leap Tall Buildings: Superman can use Leap/Climb. When he uses Leap/Climb, if he began movement on elevated terrain and ends it on grounded terrain, he can then make a close combat attack as a free action.
(Damage) Heroic Inspiration: Superman can use Leadership. If he rolls a 6, in addition to the normal effects, you may remove an action token from him.
Contingency Plan
Prerequisites: Leadership or Mastermind
Choose a character.
If the character's controller does not use all of his or her actions for a turn, put a contingency token on this card if there are two or fewer tokens on this card. When a friendly character is given action, you can remove any number of tokens from this card: The character modifies the friendly character's speed, attack, or range value by +1 for each token removed.
When the character loses Leadership or Mastermind, remove all contingency tokens from this card.
or095 U Batman
Team: Batman Ally
Range: 4
Points: 44
Keywords: Detective, Gotham City, Justice Society
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an011 V Mr. Terrific
Team: Justice Society
Range: 0
Points: 59
Keywords: All Star Squadron, Justice Society, Martial Artist
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(Special) Fair Play: Each time an action resolves in which an opposing character has used Outwit targeting Mr. Terrific or an adjacent friendly character, Mr. Terrific may use Outwit as a free action, but can't counter any game effect that allows a character to use Outwit.
or086 U Sandman
Team: Justice Society
Range: 6
Points: 59
Keywords: All Star Squadron, Detective, Justice Society
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VS.
bd001 V Martian Manhunter
Team: No Affiliation
Range: 6
Points: 158
Keywords: Brightest Day, Detective
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(Special) Detective of the Dead: If an opposing character is KO'd during your turn, Martian Manhunter can use Exploit Weakness, Outwit, and Probability Control until the beginning of your next turn.
w/Protected:
Choose a character.
(Optional) If the character does not already have two action tokens on it, damage dealt to the character as a result of a single action is ignored. After that action is resolved, give the character an action token and remove this feat from the game. If the character already had one action token on it, giving it a second action token deals pushing damage normally.
or070 R Mister Miracle
Team: No Affiliation
Range: 0
Points: 64
Keywords: New Gods
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jl101 R Aquaman
Team: Justice League
Range: 0
Points: 70
Keywords: Atlantis, Justice League of America, Ruler
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(Speed) Surge: Aquaman can use Charge. When Aquaman occupies water terrain, modify his speed value by +2
(Defense) King of the Seven Seas: When Aquaman occupies water terrain, he can use Invulnerability. When Aquaman does not occupy water terrain, he can use Toughness.
BFC: PROXIMITY MINES At the end of a turn, if any character is in the same square as an uncarried object or in a square adjacent to an uncarried object, roll one six-sided die. On a result of 5 or 6, deal 1 damage (that ignores all effects that reduce damage) to all characters in the same square as or adjacent to the object, and then remove the object from the game.
BFC: PROXIMITY MINES At the end of a turn, if any character is in the same square as an uncarried object or in a square adjacent to an uncarried object, roll one six-sided die. On a result of 5 or 6, deal 1 damage (that ignores all effects that reduce damage) to all characters in the same square as or adjacent to the object, and then remove the object from the game.
BFC: PROXIMITY MINES At the end of a turn, if any character is in the same square as an uncarried object or in a square adjacent to an uncarried object, roll one six-sided die. On a result of 5 or 6, deal 1 damage (that ignores all effects that reduce damage) to all characters in the same square as or adjacent to the object, and then remove the object from the game.
BFC: PROXIMITY MINES At the end of a turn, if any character is in the same square as an uncarried object or in a square adjacent to an uncarried object, roll one six-sided die. On a result of 5 or 6, deal 1 damage (that ignores all effects that reduce damage) to all characters in the same square as or adjacent to the object, and then remove the object from the game.
Thanks for the involuntary bump! I had hemmed and hawed over taking the shot vs. clearing, had stepped away to think about it, then apparently had a dream in which I actually posted the turn.
That said:
2B)
All Clear!
Protected will continue to be case-by-case
JSA Golden
1) 120 AN050 Superman F6
2) 59 OR086 Sandman L9 @
w/ 12 JLF007 Contingency Plan
3) 59 AN011 Mr. Terrific L8
4) 44 OR095 Batman G5 @
(Theme PC: 2/2)
294
BFC: PROXIMITY MINES At the end of a turn, if any character is in the same square as an uncarried object or in a square adjacent to an uncarried object, roll one six-sided die. On a result of 5 or 6, deal 1 damage (that ignores all effects that reduce damage) to all characters in the same square as or adjacent to the object, and then remove the object from the game.
BFC: PROXIMITY MINES At the end of a turn, if any character is in the same square as an uncarried object or in a square adjacent to an uncarried object, roll one six-sided die. On a result of 5 or 6, deal 1 damage (that ignores all effects that reduce damage) to all characters in the same square as or adjacent to the object, and then remove the object from the game.
I hate to say it, but Batman cannot make it to I12 - since he's on Charge, when he moves through any of the intersection points around the HO in J9 he has to stop. I can't see any alternate paths that would allow him to get there, either. As I'm sure that would affect your whole turn and placement, I have no problem with you doing a complete do-over on the turn if you'd like.
Quote : Originally Posted by 2011 Core Rules
Whenever a character would move diagonally through an intersection point between four squares on a map, treat the point as the less restrictive terrain of the two squares that touch that point not along the path of movement. A character moving through a hindered intersection point stops movement in the square immediately following the point along its path.
I hate to say it, but Batman cannot make it to I12 - since he's on Charge, when he moves through any of the intersection points around the HO in J9 he has to stop. I can't see any alternate paths that would allow him to get there, either. As I'm sure that would affect your whole turn and placement, I have no problem with you doing a complete do-over on the turn if you'd like.
Ewww ... you are right. Missed that.
Thanks for the do-over.
HCFL 2012 Champion - Nation X
KO Board: Streaky: 1 Krypto: 1
Quote : Originally Posted by rorschachparadox
Only problem is that Superclone is a unique member. The irrational members never get made uniques, which is why we see so many swarms of them.
Well, the first placement went completely unnoticed by anyone, so that one could be allowed to stand. Alternately, we could bounce back to the turn where Batman had moved up and retake it from there - not much has happened in the turn in between, after all. I'm alright with either option.
On balance, I'd probably be inclined to back it up to the earlier point, since otherwise Batman is basically trapped behind the object in a case where he shouldn't/couldn't be. For the sake of competition, I've got no problem with having the Bat out where he should be. Ultimately, I'm perfectly OK with either option, so you can pick whichever one you'd prefer and we can move ahead from there!