You are currently viewing HCRealms.com, The Premier HeroClix Community, as a Guest. If you would like to participate in the community, please Register to join the discussion!
If you are having problems registering to an account, feel free to Contact Us.
1) V Nightwing* (cr) (7/7) 79 pts
*Contingency Plan 12 pts
2) V Tempest (7/7) 116 pts
3) E Roy Harper (6/6) 53 pts
4) R Wonder Girl (cr) (5/5) 60 pts
5) E Starfire (io) (7/7) 78 pts
Total 398 pts
vs.
Young Justice
1) V Robin (AA) 66 pts
w/ Lunge 5 pts
2) R Impulse (DC 75) 49 pts
w/ Camoflage 8 pts & Armor Piercing 10 pts
3) R Miss Martian 76 pts
w/ Camouflage 8 pts
4) E Osiris 127 pts
w/ Protected 8 pts
5) R Red Tornado 42 pts
BFC: Infiltration When placing characters at the beginning of the game, characters with Phasing/Teleport, Smoke Cloud, or Stealth showing in their stat slots may be placed into hindering terrain up to half their unmodified speed values away from their starting areas. In addition, characters with the dolphin speed symbol may be placed in water terrain up to half their unmodified speed values from their starting areas.
cr029 V Nightwing
Team: Batman Ally
Range: 6
Points: 79
Keywords: Detective, Gotham City, Martial Artist, Outsiders, Police, Teen Titans
9
10
17
2
8
10
16
2
8
9
16
2
7
9
17
2
7
9
16
2
6
8
15
1
6
8
15
1
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
(Speed) Dual Membership: Nightwing can use the Outsiders and Titans team abilities and possesses the Outsiders and Titans team symbols.
(Attack) Fisticuffs: Nightwing can use Flurry.
(Defense) Acrobat: Nightwing can use Combat Reflexes, Energy Shield/Deflection, and Leap/Climb.
CONTINGENCY PLAN
Cost: 12
Prerequisite: 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 an 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.
cr047 V Tempest
Team: Mystics
Range: 6
Points: 116
Keywords: Atlantis, Mystical, Politician, Teen Titans
8
9
17
2
8
9
17
2
6
9
16
2
6
8
15
2
7
8
15
2
7
8
15
2
9
8
14
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
(Speed) Summon the Elements: Tempest can use Charge. Clear grounded terrain 3 or fewer squares from Tempest that does not contain objects, terrain markers, or debris tokens is water terrain.
cr104 E Roy Harper
Team: Police
Range: 10
Points: 53
Keywords: Checkmate, Spy, Star City, Teen Titans
8
10
16
2
8
9
16
2
8
8
15
2
7
9
15
1
7
9
15
1
7
9
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
(Speed) Checkmate: Roy harper can use Running Shot and Stealth.
(Attack) Emerald Apprentice: When Roy Harper makes a ranged combat attack, modify his attack value by +2.
cr003 R Wonder Girl
Team: Titans
Range: 0
Points: 60
Keywords: Amazon, Teen, Teen Titans
8
9
16
3
8
9
16
3
8
9
16
3
7
8
16
2
7
7
15
2
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
(Damage) Lasso: Wonder Girl can use Incapacitate as if she had a range value of 6. If she successfully hits a target with a ranged combat attack when using Incapacitate, after resolving the action you can put the target in an unoccupied square of clear terrain adjacent to and at the same elevation as Wonder Girl.
io023 E Starfire
Team: Titans
Range: 10
Points: 77
Archenemy: Blackfire (Yellow)
Keywords: Celebrity, Teen Titans
10
9
16
4
10
9
15
4
10
8
15
3
9
8
14
3
9
7
14
2
8
7
13
2
8
6
13
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
====================================== Sideboard
cr058 E Nightwing and Starfire
Team: Titans
Range: 8
Points: 125
Keywords: Detective, Teen Titans, Warrior
10
10
17
3
10
10
16
2
9
10
16
2
9
9
16
2
8
9
17
2
8
9
17
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
Last edited by CaptainNifty; 08/13/2012 at 16:31..
Commissioner of Heroclix Fantasy League - Ask me about it!
HCFL:
Follow me on Twitter @PopofHeroes
aa034 V Robin
Team: Batman Ally
Range: 6
Points: 66
Keywords: Bludhaven, Detective, Gotham City, Martial Artist, Teen, Teen Titans
9
10
16
2
8
10
16
2
8
9
16
2
8
9
15
2
7
9
15
2
7
8
15
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
(Speed) Batline: Robin can use Charge and Leap/Climb. When Robin uses Charge, he ignores the effects of elevated terrain on movement.
(Attack) Tear Gas Grenade: Robin can use Smoke Cloud. When Robin uses Smoke Cloud, after he places all hindering terrain markers he can immediately use Incapacitate as a free action but can attack only a single opposing character occupying a square containing a hindering terrain marker he placed that turn; ignore the effects of hindering terrain on the attack.
LUNGE
Cost: 5
Prerequisite: Close Combat Expert or Leap/Climb
Choose a character. When the character is given an action, but immediately before it makes a close combat attack, it can break away automatically and move up to 2 squares.
an104 R Impulse
Team: No Affiliation
Range: 0
Points: 49
Keywords: Future, Teen, Young Justice
11
9
17
2
11
9
17
2
10
8
16
1
10
8
18
1
8
8
15
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
(Damage) Speed Force Duplicate: Impulse can use Shape Change. In addition to the normal effects, if he is the only target of the attack, on a roll of 5 or 6 he may be immediately placed in a square adjacent to the character that targeted him.
CAMOUFLAGE
Cost: 8
Prerequisite: Shape Change
Choose a character. When the character is adjacent to a wall or blocking terrain, any line of fire for a ranged combat attack drawn to the character is blocked.
ARMOR PIERCING
Cost: 10
Choose a character. Damage dealt by the character may not be reduced below 1.
aa021 R Miss Martian
Team: Titans
Range: 6
Points: 76
Keywords: Teen Titans
8
9
16
2
8
9
16
2
8
9
15
2
8
8
15
2
8
8
15
2
7
8
14
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
CAMOUFLAGE
Cost: 8
Prerequisite: Shape Change
Choose a character. When the character is adjacent to a wall or blocking terrain, any line of fire for a ranged combat attack drawn to the character is blocked.
bd007 E Osiris
Team: No Affiliation
Range: 3
Points: 127
Keywords: Brightest Day, Mystical
9
10
17
4
10
10
17
4
10
11
17
3
11
10
17
2
9
9
16
2
7
8
16
3
8
8
16
2
8
8
15
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
(Special) Quest for Black Adam: Once per game, when Osiris hits with a critical hit that hasn't been re-rolled yet, after actions resolve, modify his combat values by +1 for the rest of the game.
PROTECTED
Cost: 8
Choose a character. (Optional) If the character does not already have two action tokens on it, you may choose to ignore damage dealt to the character as a result of a single attack. If you do, 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.
cd070 R Red Tornado
Team: No Affiliation
Range: 4
Points: 42
Keywords: Justice League of America, Robot
9
8
16
2
9
7
15
2
9
7
16
3
8
7
15
3
8
7
15
3
7
6
14
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Commissioner of Heroclix Fantasy League - Ask me about it!
HCFL:
Follow me on Twitter @PopofHeroes
1) V Nightwing* (cr) (7/7) 79 pts E6
*Contingency Plan 12 pts
2) V Tempest (7/7) 116 pts J6
3) E Roy Harper (6/6) 53 pts I2
4) R Wonder Girl (cr) (5/5) 60 pts J2
5) E Starfire (io) (7/7) 78 pts H2
Total 398 pts
vs.
Young Justice
1) V Robin (AA) 66 pts
w/ Lunge 5 pts
2) R Impulse (DC 75) 49 pts
w/ Camoflage 8 pts & Armor Piercing 10 pts
3) R Miss Martian 76 pts
w/ Camouflage 8 pts
4) E Osiris 127 pts
w/ Protected 8 pts
5) R Red Tornado 42 pts
HO: I3, F13
LO: K10
BFC: INFILTRATION When placing characters at the beginning of the game, characters that can use Phasing/Teleport, Smoke Cloud, or Stealth on their starting positions can be placed into hindering terrain up to half their unmodified speed values away from their starting areas.
Characters that can use the Swim ability on their starting positions can be placed in water terrain up to half their unmodified speed values away from their starting areas.
1) V Nightwing* (cr) (7/7) 79 pts E6
*Contingency Plan 12 pts
2) V Tempest (7/7) 116 pts J6
3) E Roy Harper (6/6) 53 pts I2
4) R Wonder Girl (cr) (5/5) 60 pts J2
5) E Starfire (io) (7/7) 78 pts H2
Total 398 pts
vs.
Young Justice
1) V Robin (AA) (6/6) 66 pts K19
w/ Lunge 5 pts
2) R Impulse (DC 75) (5/5) 49 pts G23
w/ Camoflage 8 pts & Armor Piercing 10 pts
3) R Miss Martian (6/6) 76 pts H23
w/ Camouflage 8 pts
4) E Osiris (8/8) 127 pts F23
w/ Protected 8 pts
5) R Red Tornado (6/6) 42 pts I23
HO: I3, F13, G18, E18
LO: K10, C11
BFC: INFILTRATION When placing characters at the beginning of the game, characters that can use Phasing/Teleport, Smoke Cloud, or Stealth on their starting positions can be placed into hindering terrain up to half their unmodified speed values away from their starting areas.
Characters that can use the Swim ability on their starting positions can be placed in water terrain up to half their unmodified speed values away from their starting areas.
1) V Nightwing* (cr) (7/7) 79 pts E6
*Contingency Plan 12 pts
2) V Tempest (7/7) 116 pts J6
3) E Roy Harper (6/6) 53 pts I2
4) R Wonder Girl (cr) (5/5) 60 pts J2
5) E Starfire (io) (7/7) 78 pts H2
Total 398 pts
vs.
Young Justice
1) V Robin (AA) (6/6) 66 pts I14@
w/ Lunge 5 pts
2) R Impulse (DC 75) (5/5) 49 pts G23
w/ Camoflage 8 pts & Armor Piercing 10 pts
3) R Miss Martian (6/6) 76 pts C15@ (carrying HO)
w/ Camouflage 8 pts
4) E Osiris (8/8) 127 pts D14@ (+1 Movement, carrying HO)
w/ Protected 8 pts
5) R Red Tornado (6/6) 42 pts I23
HO: I3, Osiris, G18, MM
LO: K10, C11
BFC: INFILTRATION When placing characters at the beginning of the game, characters that can use Phasing/Teleport, Smoke Cloud, or Stealth on their starting positions can be placed into hindering terrain up to half their unmodified speed values away from their starting areas.
Characters that can use the Swim ability on their starting positions can be placed in water terrain up to half their unmodified speed values away from their starting areas.
2) Wonder Girl flies to D7 picking up the HO on the way.
free) Tempest perplexes Roy's Defense +1.
TTPC instructions: A TTPC will only be used on a crit hit against anyone other than Tempest. I will use a TTPC on a case by case basis on attacks that would lead to KOs
____________________________ Titans (home)
1) V Nightwing* (cr) (7/7) 79 pts E6
*Contingency Plan 12 pts
2) V Tempest (7/7) 116 pts J6
3) E Roy Harper (6/6) 53 pts K10 (Defense +1)
4) R Wonder Girl (cr) (5/5) 60 pts D7@ w/HO
5) E Starfire (io) (7/7) 78 pts L9@
Total 398 pts
vs.
Young Justice
1) V Robin (AA) (6/6) 66 pts I14@
w/ Lunge 5 pts
2) R Impulse (DC 75) (5/5) 49 pts G23
w/ Camoflage 8 pts & Armor Piercing 10 pts
3) R Miss Martian (6/6) 76 pts C15@ (carrying HO)
w/ Camouflage 8 pts
4) E Osiris (8/8) 127 pts D14@ (+1 Movement, carrying HO)
w/ Protected 8 pts
5) R Red Tornado (6/6) 42 pts I23
HO: Wonder Girl, Osiris, G18, MM
LO: K10, C11
BFC: INFILTRATION When placing characters at the beginning of the game, characters that can use Phasing/Teleport, Smoke Cloud, or Stealth on their starting positions can be placed into hindering terrain up to half their unmodified speed values away from their starting areas.
Characters that can use the Swim ability on their starting positions can be placed in water terrain up to half their unmodified speed values away from their starting areas.
Free Action) Robin will perplex up Impulse's Attack.
2) Impulse will HSS (close) attack Roy Harper, moving to J11 to make the attack. Attack is a 9(+1) to a 16(+1), needs a 7 or better. Roll: 6+5=11, hit. Roy takes 2 clix. Impulse will finish his move in E14 and get a SA. Red Tornado gets an AST.
Clear
____________________________ Titans (home)
1) V Nightwing* (cr) (7/7) 79 pts E6
*Contingency Plan 12 pts
2) V Tempest (7/7) 116 pts J6
3) E Roy Harper (4/6) 53 pts K10 (Defense +1)
4) R Wonder Girl (cr) (5/5) 60 pts D7@ w/HO
5) E Starfire (io) (7/7) 78 pts L9@
Total 398 pts
vs.
Young Justice
1) V Robin (AA) (6/6) 66 pts I14
w/ Lunge 5 pts
2) R Impulse (DC 75) (5/5) 49 pts E14@ (+1 attack) SA[1]
w/ Camoflage 8 pts & Armor Piercing 10 pts
3) R Miss Martian (6/6) 76 pts C15 (carrying HO)
w/ Camouflage 8 pts
4) E Osiris (8/8) 127 pts D14 (carrying HO)
w/ Protected 8 pts
5) R Red Tornado (6/6) 42 pts I23@ AST[1]
HO: Wonder Girl, Osiris, G18, MM
LO: K10, C11
BFC: INFILTRATION When placing characters at the beginning of the game, characters that can use Phasing/Teleport, Smoke Cloud, or Stealth on their starting positions can be placed into hindering terrain up to half their unmodified speed values away from their starting areas.
Characters that can use the Swim ability on their starting positions can be placed in water terrain up to half their unmodified speed values away from their starting areas.
A CP Token should have been added to Nightwing last turn.
I put water terrain markers on the board to show the extent of Tempest's Summon the Elements power.
Titans 2B
free) Nightwing Leadership=5. Nightwing removes a token from Wonder Girl.
free) Tempest Perplexes Wonder Girl's defense.
1) Tempest places a Barrier at I10, J10, J11, K11.
Token to CP
____________________________ Titans (home)
1) V Nightwing* (cr) (7/7) 79 pts E6
*Contingency Plan 12 pts$$
2) V Tempest (7/7) 116 pts J6@
3) E Roy Harper (4/6) 53 pts K10
4) R Wonder Girl (cr) (5/5) 60 pts D7 (Defense +1 w/HO
5) E Starfire (io) (7/7) 78 pts L9@
Total 398 pts
vs.
Young Justice
1) V Robin (AA) (6/6) 66 pts I14
w/ Lunge 5 pts
2) R Impulse (DC 75) (5/5) 49 pts E14@ (+1 attack) SA[1]
w/ Camoflage 8 pts & Armor Piercing 10 pts
3) R Miss Martian (6/6) 76 pts C15 (carrying HO)
w/ Camouflage 8 pts
4) E Osiris (8/8) 127 pts D14 (carrying HO)
w/ Protected 8 pts
5) R Red Tornado (6/6) 42 pts I23@ AST[1]
HO: Wonder Girl, Osiris, G18, MM
LO: K10, C11
BFC: INFILTRATION When placing characters at the beginning of the game, characters that can use Phasing/Teleport, Smoke Cloud, or Stealth on their starting positions can be placed into hindering terrain up to half their unmodified speed values away from their starting areas.
Characters that can use the Swim ability on their starting positions can be placed in water terrain up to half their unmodified speed values away from their starting areas.
1) Robin will take a shot at Wonder Girl. Attack is a 10 to a 16(+1), needs a 7 or better. Roll: 3+6=9, hit. Wonder Girl takes 2 clix. Robin gets a SA.
2) Miss Martian will fly to C11.
Clear
(Oh and in case it comes up at some point, Impulse's "Speed Force Duplicate" movement option is on a case by case basis.)
____________________________ Titans (home)
1) V Nightwing* (cr) (7/7) 79 pts E6
*Contingency Plan 12 pts$$
2) V Tempest (7/7) 116 pts J6@
3) E Roy Harper (4/6) 53 pts K10
4) R Wonder Girl (cr) (3/5) 60 pts D7 (Defense +1 w/HO)
5) E Starfire (io) (7/7) 78 pts L9
Total 398 pts
vs.
Young Justice
1) V Robin (AA) (6/6) 66 pts I14@ (+1 range) SA[1]
w/ Lunge 5 pts
2) R Impulse (DC 75) (5/5) 49 pts E14 SA[1]
w/ Camoflage 8 pts & Armor Piercing 10 pts
3) R Miss Martian (6/6) 76 pts C11@ (carrying HO)
w/ Camouflage 8 pts
4) E Osiris (8/8) 127 pts D14 (carrying HO)
w/ Protected 8 pts
5) R Red Tornado (6/6) 42 pts I23 AST[1]
HO: Wonder Girl, Osiris, G18, MM
LO: K10, C11
BFC: INFILTRATION When placing characters at the beginning of the game, characters that can use Phasing/Teleport, Smoke Cloud, or Stealth on their starting positions can be placed into hindering terrain up to half their unmodified speed values away from their starting areas.
Characters that can use the Swim ability on their starting positions can be placed in water terrain up to half their unmodified speed values away from their starting areas.
1) Starfire RS to L13 Carrying Roy to L12 v. Osiris, 10 to 16 (PD). 4, 5 for the hit. Imperv=5 No damage.
2) Nightwing L/C to C5.
free) Nightwing Outsiders Ms. Martian.
3) Tempest moves to I13 and takes 1 for the push.
1 Token to CP
____________________________ Titans (home)
1) V Nightwing* (cr) (7/7) 79 pts C5@
*Contingency Plan 12 pts$$$
2) V Tempest (6/7) 116 pts J6@@
3) E Roy Harper (4/6) 53 pts L12
4) R Wonder Girl (cr) (3/5) 60 pts D7 w/HO
5) E Starfire (io) (7/7) 78 pts L13@ (AV +1)
Total 398 pts
vs.
Young Justice
1) V Robin (AA) (6/6) 66 pts I14@ (+1 range) SA[1]
w/ Lunge 5 pts
2) R Impulse (DC 75) (5/5) 49 pts E14 SA[1]
w/ Camoflage 8 pts & Armor Piercing 10 pts
3) R Miss Martian (6/6) 76 pts C11@ (carrying HO) (Outsidered)
w/ Camouflage 8 pts
4) E Osiris (8/8) 127 pts D14 (carrying HO)
w/ Protected 8 pts
5) R Red Tornado (6/6) 42 pts I23 AST[1]
HO: Wonder Girl, Osiris, G18, MM
LO: K10, C11
BFC: INFILTRATION When placing characters at the beginning of the game, characters that can use Phasing/Teleport, Smoke Cloud, or Stealth on their starting positions can be placed into hindering terrain up to half their unmodified speed values away from their starting areas.
Characters that can use the Swim ability on their starting positions can be placed in water terrain up to half their unmodified speed values away from their starting areas.