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JLI (home)
1) Lobo 169pts (8/8)
*w/Opportunist
2) R Mister Miracle 64pts (6/6)
3) R Booster Gold (HT) 28pts (7/7)
4) Blue Beetle* 65pts (6/6)
5) R Green Flame 17pts (5/5)
6) E Ice (AN75) 47pts (5/5)
Total: 400pts
SOs: Kinetic Accelerator, Stepladder, Dynamostat
Theme PCs: 4/4
vs.
Defenders
1) E Sentinel of the Skyways 120pts (8/8)
> w/Not So Special 3pts
2) E Namor (GG) 120pts (8/8)
3) R Dr. Strange (GG) 75pts (6/6)
4) R Scarlet Witch (CWFF) 50pts (3/3)
5) R Daredevil (CM) 27pts (5/5)
> w/Not So Special 3pts
Total 398
Theme PC: (4/4)
Objects: Meteorite (HO), HO, LO
BFC: Blood Curse For each character that KOs or eliminates one or more opposing characters during a turn, roll a d6 at the end of the turn. On a result of 1-3, that character is dealt 1 damage.
Alright! This should be interesting! E-mail is BusyStargazer at yahoo dot com.
JLI
sm042 E Lobo
Team: No Affiliation
Range: 2
Points: 169
Keywords: Brute, Justice League International, L.E.G.I.O.N.
10
11
18
4
10
11
18
3
9
10
17
3
9
10
17
3
8
10
16
3
8
9
16
3
7
9
15
3
7
9
15
3
KO
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(Special) Blah Healing Factor Blah: At the beginning of your turn, as a free action you may heal Lobo of 1 damage.
(Attack) Lazy DAWG: Lobo can use Flurry. Before the second attack, roll a d6. His damage value becomes the result minus 1 and is locked.
(Damage) Hook, Line, and Massacre: Give Lobo a power action, and choose an opposing character within 5 squares and line of fire, and roll a d6. If the d6 result is higher than the number of squares to that character, you may place that character in a square adjacent to Lobo. On any result, you may then make a close combat attack.
*w/Opportunist 10pts
Prerequisites: Charge or Running Shot or Willpower; point value of 50 points or more.
Choose a character.
If the character has zero action tokens at the end of your turn (before tokens are removed from characters), put an opportunist token on this card if there are four or fewer opportunist tokens on this card.
When the character or an adjacent character makes an attack, after making the roll you can remove any number of opportunist tokens from this card and modify the result of the attack roll by +1 for each token removed. If opportunist tokens are removed when another character makes an attack, deal the character 1 unavoidable damage after the action resolves
or070 R Mister Miracle
Team: No Affiliation
Range: 0
Points: 64
Keywords: New Gods
10
9
18
2
8
9
17
2
9
8
17
2
9
8
17
2
8
8
16
1
7
8
16
1
KO
KO
KO
KO
KO
KO
KO
KO
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KO
KO
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KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
ht058 R Booster Gold
Team: No Affiliation
Range: 8
Points: 28
Keywords: Future, Metropolis
10
8
15
2
9
7
14
2
8
6
13
2
7
6
12
1
6
5
11
1
5
5
10
1
4
5
10
1
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
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KO
KO
KO
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KO
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KO
cr030 V Blue Beetle
Team: Justice League
Range: 6
Points: 65
Keywords: Extreme Justice, Justice League International, Scientist, Super Buddies
8
9
17
2
8
9
16
2
7
10
15
2
7
9
15
2
7
9
15
1
6
8
14
1
KO
KO
KO
KO
KO
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KO
KO
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KO
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KO
KO
KO
KO
KO
KO
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(Attack) BB Gun: Blue Beetle can use Force Blast and Incapacitate. He can also be given a power action to make a ranged combat attack targeting a single opposing character (ignoring friendly characters for line of fire purposes). If the attack succeeds the target is dealt no damage; instead, roll a d6. The target is knocked back a number of squares equal to the result -2 (minimum 1 square); the target breaks away automatically, can move through squares adjacent to opposing characters, and can be dealt knock back damage.
(Damage) Bwah-ha-ha-hah!: Blue Beetle can use Perplex. When Blue Beetle is adjacent to a friendly Booster Gold, he can use Outwit.
cd025 R Green Flame
Team: Justice League
Range: 4
Points: 17
Keywords: Global Guardians, Spy
8
8
15
2
7
7
15
2
6
7
14
1
6
6
14
1
6
6
13
1
KO
KO
KO
KO
KO
KO
KO
KO
KO
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an007 E Ice
Team: Justice League
Range: 8
Points: 47
Keywords: Global Guardians, Justice League International
8
10
17
1
8
9
17
1
8
9
16
1
7
9
16
2
7
9
16
2
KO
KO
KO
KO
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(Attack) Freeze in Place: Ice can use Incapacitate. If she hits with Incapacitate, no game effect can move or place her target away from the square(s) it currently occupies until the beginning of your next turn.
Kinetic Accelerator
Immobile: When a character occupying the same square as this object is given a move or power action, roll a d6 and replace the character’s speed value with its speed value plus the result; on a result of 5 or 6, remove this object from the game after the action resolves. If the roll does not allow the given action to be performed against any targets, the action ends immediately. This object is not considered hindering terrain for movement purposes.
Stepladder
Light: When this object occupies a square adjacent to a square of higher elevation, the squares are connected by a ladder. This object is not hindering terrain for movement purposes.
Dynamostat
Heavy: This object is considered to be blocking terrain until it is destroyed, but it may be picked up and moved normally. This object has no effect when held.
JLI (home)
1) Lobo 169pts (8/8) A14
*w/Opportunist
2) R Mister Miracle 64pts (6/6) B14
3) R Booster Gold (HT) 28pts (7/7) B11
4) Blue Beetle* 65pts (6/6) A12
5) R Green Flame 17pts (5/5) B12
6) E Ice (AN75) 47pts (5/5) B13
Total: 400pts
SOs: Kinetic Accelerator K11, Stepladder K12, Dynamostat N11
Theme PCs: 4/4
vs.
Defenders
1) E Sentinel of the Skyways 120pts (8/8)
> w/Not So Special 3pts
2) E Namor (GG) 120pts (8/8)
3) R Dr. Strange (GG) 75pts (6/6)
4) R Scarlet Witch (CWFF) 50pts (3/3)
5) R Daredevil (CM) 27pts (5/5)
> w/Not So Special 3pts
Total 398
Theme PC: (4/4)
Objects: Meteorite (HO), HO, LO
BFC: Blood Curse
For each character that KOs or eliminates one or more opposing characters during a turn, roll a d6 at the end of the turn. On a result of 1-3, that character is dealt 1 damage.
JLI (home)
1) Lobo 169pts (8/8) A14
*w/Opportunist
2) R Mister Miracle 64pts (6/6) B14
3) R Booster Gold (HT) 28pts (7/7) B11
4) Blue Beetle* 65pts (6/6) A12
5) R Green Flame 17pts (5/5) B12
6) E Ice (AN75) 47pts (5/5) B13
Total: 400pts
Theme PCs: 4/4
vs.
Defenders
1) E Sentinel of the Skyways 120pts (8/8) [W13]
> w/Not So Special 3pts
2) E Namor (GG) 120pts (8/8) [W11]
3) R Dr. Strange (GG) 75pts (6/6) [W12]
4) R Scarlet Witch (CWFF) 50pts (3/3) [X12]
5) R Daredevil (CM) 27pts (5/5) [W10]
> w/Not So Special 3pts
BFC: Blood Curse
For each character that KOs or eliminates one or more opposing characters during a turn, roll a d6 at the end of the turn. On a result of 1-3, that character is dealt 1 damage.
av105 E Sentinel of the Skyways
Team: Defenders
Range: 8
Points: 120
Keywords: Defenders, Herald
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10
18
3
10
10
18
3
10
10
17
3
8
9
17
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9
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3
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9
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3
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8
17
2
7
8
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2
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Not So Special
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.
3 Points
(Special) Defenders Undersea: Characters possessing the Defenders keyword or team ability who begin an action adjacent to Namor can use the Swim ability that action.
(Damage) Imperius Rex: Namor can use Leadership. Opposing characters subtract 1 from their Leadership rolls.
gg206 R Dr. Strange
Team: Defenders
Range: 8
Points: 75
Keywords: Defenders, Detective, Marvel Knights, Midnight Sons, Mystical
9
10
16
2
9
10
16
2
8
9
15
2
7
9
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1
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8
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1
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1
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(Defense) Shields of the Seraphim: Dr. Strange and adjacent friendly characters can use Energy Shield/Deflection.
ffcw006r R Scarlet Witch
Team: Mystics
Range: 6
Points: 50
Keywords: Avengers, Brotherhood of Mutants, Lady Liberators, Mystical
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9
17
2
7
9
16
2
7
8
17
1
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(Damage) Chaos Magic: Scarlet Witch can use Perplex and Probability Control.
cm034 R Daredevil
Team: No Affiliation
Range: 4
Points: 27
Keywords: Martial Artist
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8
15
2
7
7
15
2
7
7
14
1
6
6
13
1
6
6
13
1
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KO
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KO
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Not So Special
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.
3 Points
Free) Perplex up Ice's Range
Free) Perplex up Ice's Range
1) Ice Barrier in L12/K13/L14/K14
2) Miracle flies to J12, putting Lobo in K11
3) Booster flies to I13, putting Beetle in J14
4) Fire flies to G13, putting Ice in H12
Free) Opportunist Token
I'll ask for theme PC to be case-by-case for the upcoming turn, please.
--------------------
JLI (home)
1) Lobo 169pts (8/8) K11
*w/Opportunist #
2) R Mister Miracle 64pts (6/6) J12 @
3) R Booster Gold (HT) 28pts (7/7) I13 @
4) Blue Beetle* 65pts (6/6) J14
5) R Green Flame 17pts (5/5) G13 @
6) E Ice (AN75) 47pts (5/5) H12 @
Total: 400pts
Theme PCs: 4/4
vs.
Defenders
1) E Sentinel of the Skyways 120pts (8/8) [W13]
> w/Not So Special 3pts
2) E Namor (GG) 120pts (8/8) [W11]
3) R Dr. Strange (GG) 75pts (6/6) [W12]
4) R Scarlet Witch (CWFF) 50pts (3/3) [X12]
5) R Daredevil (CM) 27pts (5/5) [W10]
> w/Not So Special 3pts
BFC: Blood Curse
For each character that KOs or eliminates one or more opposing characters during a turn, roll a d6 at the end of the turn. On a result of 1-3, that character is dealt 1 damage.
1) Namor flies up to pick up the Meteorite and then down to S19.
2) Silver Surfer picks up Scarlet Witch and uses HSS.
-Move to R15, target and destroy the Dynamostat.
-Finish movement in S18.
Free) Dr. Strange perplexes up his own movement.
3) Dr. Strange picks up Daredevil and uses Phasing to arrive at R19.
-Drop Daredevil in R18.
Free) Scarlet Witch perplexes up Silver Surfer's DV.
*Defenders TA will always be used if a higher DV is available to borrow.
*ALL PC on a case by case basis for this turn.
Recap:
JLI (home)
1) Lobo 169pts (8/8) K11
*w/Opportunist #
2) R Mister Miracle 64pts (6/6) J12 @
3) R Booster Gold (HT) 28pts (7/7) I13 @
4) Blue Beetle* 65pts (6/6) J14
5) R Green Flame 17pts (5/5) G13 @
6) E Ice (AN75) 47pts (5/5) H12 @
Total: 400pts
Theme PCs: 4/4
vs.
Defenders
1) E Sentinel of the Skyways 120pts (8/8) [S18] @
> w/Not So Special 3pts
2) E Namor (GG) 120pts (8/8) [S19] @
3) R Dr. Strange (GG) 75pts (6/6) [R19] @
4) R Scarlet Witch (CWFF) 50pts (3/3) [T19]
5) R Daredevil (CM) 27pts (5/5) [R18]
> w/Not So Special 3pts
BFC: Blood Curse
For each character that KOs or eliminates one or more opposing characters during a turn, roll a d6 at the end of the turn. On a result of 1-3, that character is dealt 1 damage.
Free) Miracle PPX up Beetle's Defense
Free) Beetle PPX up Lobo's Defense
Free) Token added to Opportunist
Theme PC will stay Case-by-Case for now, please!
Recap:
JLI (home)
1) Lobo 169pts (8/8) K11
*w/Opportunist ##
2) R Mister Miracle 64pts (6/6) J12
3) R Booster Gold (HT) 28pts (7/7) I13
4) Blue Beetle* 65pts (6/6) J14
5) R Green Flame 17pts (5/5) G13
6) E Ice (AN75) 47pts (5/5) H12
Total: 400pts
Theme PCs: 4/4
vs.
Defenders
1) E Sentinel of the Skyways 120pts (8/8) [S18] @
> w/Not So Special 3pts
2) E Namor (GG) 120pts (8/8) [S19] @
3) R Dr. Strange (GG) 75pts (6/6) [R19] @
4) R Scarlet Witch (CWFF) 50pts (3/3) [T19]
5) R Daredevil (CM) 27pts (5/5) [R18]
> w/Not So Special 3pts
BFC: Blood Curse
For each character that KOs or eliminates one or more opposing characters during a turn, roll a d6 at the end of the turn. On a result of 1-3, that character is dealt 1 damage.
Free) Namor Leadership..............5. Success.
-Takes a token off Dr. Strange.
Free) Dr. Strange uses Perplex on Namor's AV. (+1)
Free) Scarlet Witch uses Perplex on Namor's AV. (+1)
1) Dr. Strange picks up Daredevil and uses Phasing/Teleport to move to K13.
-Drop Daredevil in K12.
2) Scarlet Witch moves to P13.
3) Namor uses Transporter Move and Attack.
-Move 8 to L12, attack on Lobo.
-Attack roll is...........CRITICAL MISS!!!!
-Scarlet Witch PCs that roll to.............7. Miss.
-Daredevil takes a Theme PC..........9. HIT!
-NOTE: Due to positioning, no one on JLI has LoF to Namor for Theme PC.
-Meteorite Roll is...........6!
-Damage is 7 clicks (Rule of 3+4Namor.) straight through to Lobo. (1/8)
-Namor finish movement in L13.
-Push click. (7/8)
-1 SA Namor, 1 AST Daredevil for the PC, 1 AST Scarlet Witch for the 1 needed bump to my AV. (Would have needed a 10 without Perplex, no AST for Strange)
4) Silver Surfer uses HSS.
-Move to L12, attack on Lobo.
-10AV vs 15DV. Need 5.
-Attack roll is..........CRITICAL HIT!!!!!!!!!!! (Sorry about that)
-Damage is 4 with the Crit, which is good enough for the KO!
-1 SA 1 KO Surfer.
-Surfer finishes movement there and takes a push click. (7/8)
Blood Curse for Surfer: 3. Surfer dealt one damage which is reduced by Invulnerability.
*Scarlet Witch will PC the first successful hit she can see.
*Theme PCs case-by-case otherwise.
*Same Defenders instructions as always.
Recap:
JLI (home)
1) Lobo 169pts (0/8) KOKOKOKO
*w/Opportunist 10pts
2) R Mister Miracle 64pts (6/6) J12
3) R Booster Gold (HT) 28pts (7/7) I13
4) Blue Beetle* 65pts (6/6) J14
5) R Green Flame 17pts (5/5) G13
6) E Ice (AN75) 47pts (5/5) H12
Total: 400pts
Theme PCs: 4/4
vs.
Defenders
1) E Sentinel of the Skyways 120pts (7/8) [L12] @@
> w/Not So Special 3pts
2) E Namor (GG) 120pts (7/8) [L13] @@
3) R Dr. Strange (GG) 75pts (6/6) [K13] @
4) R Scarlet Witch (CWFF) 50pts (3/3) [P13] @
5) R Daredevil (CM) 27pts (5/5) [K12] @
> w/Not So Special 3pts
BFC: Blood Curse
For each character that KOs or eliminates one or more opposing characters during a turn, roll a d6 at the end of the turn. On a result of 1-3, that character is dealt 1 damage.
Ouch! Had a complete brain-fart that he was carrying the Meteorite - I guess I shoulda pushed for Barrier!
2B) Part I
Free) Beetle OWs Witch's Prob/Perplex SP.
Free) Beetle PPX down Doc Strange's Defense
Free) Miracle PPX down Strange's Defense
1) Beetle punches Doc Strange. 9 vs (18-2PPX) 16.
-Attack roll is a (5,4) 9
*Pause for Theme PC call*
Recap:
JLI (home)
1) Lobo 169pts (0/8) KOKOKOKO
*w/Opportunist 10pts
2) R Mister Miracle 64pts (6/6) J12
3) R Booster Gold (HT) 28pts (7/7) I13
4) Blue Beetle* 65pts (6/6) J14
5) R Green Flame 17pts (5/5) G13
6) E Ice (AN75) 47pts (5/5) H12
Total: 400pts
Theme PCs: 4/4
vs.
Defenders
1) E Sentinel of the Skyways 120pts (7/8) [L12] @@
> w/Not So Special 3pts
2) E Namor (GG) 120pts (7/8) [L13] @@
3) R Dr. Strange (GG) 75pts (6/6) [K13] @
4) R Scarlet Witch (CWFF) 50pts (3/3) [P13] @
5) R Daredevil (CM) 27pts (5/5) [K12] @
> w/Not So Special 3pts
BFC: Blood Curse
For each character that KOs or eliminates one or more opposing characters during a turn, roll a d6 at the end of the turn. On a result of 1-3, that character is dealt 1 damage.
1) Beetle punches Doc Strange. 9 vs (18-2PPX) 16.
-Attack roll is a (5,4) 9 - Strange takes 2 clicks. SA to Beetle
2) Booster flies to O14, putting Beetle in N13.
3) Ice will RCE Strange. 10 vs 18. A 7 misses. DFD to Surfer
4) Miracle punches Strange. 9 vs 18
-A (5,5) 10 would hit
-Strange PCs: 5
Theme PC will be case-by-case, but not used for any attack on Booster that isn't a critical hit.
Recap:
JLI (home)
1) Lobo 169pts (0/8) KOKOKOKO
*w/Opportunist 10pts
2) R Mister Miracle 64pts (6/6) J12 @
3) R Booster Gold (HT) 28pts (7/7) O14 @
4) Blue Beetle* 65pts (6/6) N13 @
5) R Green Flame 17pts (5/5) G13
6) E Ice (AN75) 47pts (5/5) H12 @
Beetle: 1 SA
Total: 400pts
Theme PCs: 4/4
vs.
Defenders
1) E Sentinel of the Skyways 120pts (7/8) [L12] @@
> w/Not So Special 3pts
2) E Namor (GG) 120pts (7/8) [L13] @@
3) R Dr. Strange (GG) 75pts (4/6) [K13] @
4) R Scarlet Witch (CWFF) 50pts (3/3) [P13] @
5) R Daredevil (CM) 27pts (5/5) [K12] @
> w/Not So Special 3pts
BFC: Blood Curse
For each character that KOs or eliminates one or more opposing characters during a turn, roll a d6 at the end of the turn. On a result of 1-3, that character is dealt 1 damage.