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S8 PLAYOFFS RD 1, Game 5: Legion of Superheroes VS. Injustice League
Round 1 games are scheduled to end on Wednesday, Sept. 12th.
captkool's Legion of Superheroes
1) E Karate Kid 63 (8/8)
w/ Not So Special 3
2) E Dawnstar 60 (6/6)
w/ Armor Piercing 10
3) E Sun Boy 79 (8/8)
w/ Nova Blast 10
w/ Protected 8
4) R Cosmic Boy 45 (5/5)
6) V Deadman 87 (6/6)
w/ Contingency Plan 12
7) R Live Wire 22 (4/4)
Total: 399 pts
Objects: Standard objects only. (None submitted)
VS.
Glen Quagmire's Injustice League
1) E Earth Man 98 pts (6/6)
2) V Dr. Light 84 pts (7/7)
w/ Trick Shot (20) and Takedown (6)
3) E Livewire 75 pts (7/7)
4) E Shadow Demon 60 pts (5/5)
w/ Takedown (6 pts)
5) E Holiday Killer 43 pts (4/4)
392 pts
Objects: 1 HO, 2 LO
BFC: MALFUNCTION
Before the beginning of the first turn, starting with the player who played this battlefield condition, each player can remove one object from the game. (captkool is considered the person who "played" the BFC)
Orange terrain on the LotR maps is Lofty terrain. In FLE, we had treated it essentially as Level 2 elevated terrain. The wording on the map itself was kind of wonky, and I didn't see any real good clarifications by the rules deputies. It caused enough confusion that I removed all the Lofty maps from the rotation in FLE.
not really understanding this map....can you just walk up to the lofty terrain? how do you get out/in if you're not a flier other than the ladders? and the ladders at the far right lead nto water and then you can't get out through there? i'll go first after you set up GQ.
captkool's Legion of Superheroes
1) E Karate Kid 63 (8/8) D-2
w/ Not So Special 3
2) E Dawnstar 60 (6/6) E-2
w/ Armor Piercing 10
3) E Sun Boy 79 (8/8) F-2
w/ Nova Blast 10
w/ Protected 8
4) R Cosmic Boy 45 (5/5) D-1
5) V Deadman 87 (6/6) E-1
w/ Contingency Plan 12
6) R Live Wire 22 (4/4) F-1
Total: 399 pts
Objects: Standard objects only. (None submitted)
VS.
Glen Quagmire's Injustice League
1) E Earth Man 98 pts (6/6)
2) V Dr. Light 84 pts (7/7)
w/ Trick Shot (20) and Takedown (6)
3) E Livewire 75 pts (7/7)
4) E Shadow Demon 60 pts (5/5)
w/ Takedown (6 pts)
5) E Holiday Killer 43 pts (4/4)
392 pts
Objects: 1 HO, 2 LO
BFC: MALFUNCTION
Before the beginning of the first turn, starting with the player who played this battlefield condition, each player can remove one object from the game. (captkool is considered the person who "played" the BFC)
I guess it would make the most sense to just ignore the orange lines, and treat them as elevated. That way the ladders go up to elevated and the ones covering the main entry would just be clear elevated terrain. (At same elevation as everything else)
But as that hadn't really been discussed before, new map it is:
1) E Karate Kid 63 (6/6) B-8
w/ Not So Special 3
2) E Dawnstar 60 (6/6) B-11
w/ Armor Piercing 10
3) E Sun Boy 79 (6/6) B-9
w/ Nova Blast 10
w/ Protected 8
4) R Cosmic Boy 45 (5/5) A-10
5) V Deadman 87 (6/6) B-10
w/ Contingency Plan 12
6) R Live Wire 22 (4/4) A-11
Total: 399 pts
Objects: Standard objects only. (None submitted)
VS.
Glen Quagmire's Injustice League
1) E Earth Man 98 pts (6/6)
2) V Dr. Light 84 pts (7/7)
w/ Trick Shot (20) and Takedown (6)
3) E Livewire 75 pts (7/7)
4) E Shadow Demon 60 pts (5/5)
w/ Takedown (6 pts)
5) E Holiday Killer 43 pts (4/4)
392 pts
Objects: 1 HO, 2 LO
HO: P19
LO: Q16,Q19
BFC: MALFUNCTION
Before the beginning of the first turn, starting with the player who played this battlefield condition, each player can remove one object from the game. (captkool is considered the person who "played" the BFC)
E-mail is Lamaur at msn dot com. Don't forget the Malfunction choice. I don't plan to remove any objects, so we can skip my end of it and you can carry on with your turn.
------------
captkool's Legion of Superheroes
1) E Karate Kid 63 (6/6) B-8
w/ Not So Special 3
2) E Dawnstar 60 (6/6) B-11
w/ Armor Piercing 10
3) E Sun Boy 79 (6/6) B-9
w/ Nova Blast 10
w/ Protected 8
4) R Cosmic Boy 45 (5/5) A-10
5) V Deadman 87 (6/6) B-10
w/ Contingency Plan 12
6) R Live Wire 22 (4/4) A-11
Total: 399 pts
Objects: Standard objects only. (None submitted)
VS.
Glen Quagmire's Injustice League
1) E Earth Man 98 pts (6/6) W5
2) V Dr. Light 84 pts (7/7) X5
w/ Trick Shot (20) and Takedown (6)
3) E Livewire 75 pts (7/7) X6
4) E Shadow Demon 60 pts (5/5) W7
w/ Takedown (6 pts)
5) E Holiday Killer 43 pts (4/4) W6
392 pts
Objects: 1 HO, 2 LO
HO: P19, P3, Q4
LO: Q16,Q19, O3
BFC: MALFUNCTION
Before the beginning of the first turn, starting with the player who played this battlefield condition, each player can remove one object from the game. (captkool is considered the person who "played" the BFC)
Free - All WCs copy Mystics unless otherwise stated the rest of the game
1) Cos moves to H-4
2) Live Wire moves to I-5
3) Sun Boy moves to H-5
4) Dawnstar moves to I-4
captkool's Legion of Superheroes
1) E Karate Kid 63 (6/6) B-8
w/ Not So Special 3
2) E Dawnstar 60 (6/6) I-4@
w/ Armor Piercing 10
3) E Sun Boy 79 (6/6) H-5@
w/ Nova Blast 10
w/ Protected 8
4) R Cosmic Boy 45 (5/5) H-4@
5) V Deadman 87 (6/6) B-10
w/ Contingency Plan 12
6) R Live Wire 22 (4/4) I-5@
Total: 399 pts
Objects: Standard objects only. (None submitted)
VS.
Glen Quagmire's Injustice League
1) E Earth Man 98 pts (6/6) W5
2) V Dr. Light 84 pts (7/7) X5
w/ Trick Shot (20) and Takedown (6)
3) E Livewire 75 pts (7/7) X6
4) E Shadow Demon 60 pts (5/5) W7
w/ Takedown (6 pts)
5) E Holiday Killer 43 pts (4/4) W6
392 pts
Objects: 1 HO, 2 LO
HO: P19, P3, Q4
LO: Q16,Q19
BFC: MALFUNCTION
Before the beginning of the first turn, starting with the player who played this battlefield condition, each player can remove one object from the game. (captkool is considered the person who "played" the BFC)
cr024 E Karate Kid
Team: Legion of Superheroes
Range: 0
Points: 63
Keywords: Future, Legion of Super Heroes, Martial Artist, Teen
10
10
17
2
9
11
16
2
8
12
16
3
8
11
16
2
8
10
15
2
7
9
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
w/ Not So Special
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.
cr022 E Dawnstar
Team: Legion of Superheroes
Range: 0
Points: 60
Keywords: Future, Legion of Super Heroes, Teen
10
9
16
2
10
9
16
2
9
8
16
2
9
8
15
2
9
7
15
1
8
7
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) Tracker: Dawnstar can use Hypersonic Speed.
(Attack) Quarry: Before the beginning of the first turn , choose an opposing character; this character is Dawnstar's quarry. Modify by +1 the attack value of Dawnstar and all friendly characters when they are attacking the quarry.
w/ Armor Piercing
Damage dealt by this character may not be reduced below 1.
sm022 E Sun Boy
Team: Legion of Superheroes
Range: 7
Points: 79
Keywords: Future, Legion of Super Heroes
8
10
17
3
8
9
16
2
8
10
16
2
7
9
16
2
7
9
15
2
6
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
(Attack) Radiant Spectrum: Sun Boy can use Penetrating/Psychic Blast and Pulse Wave.
w/ Nova Blast
Prerequisites: Pulse Wave
When the character use Pulse Wave, its damage does not become 1 for the attack. Use the character's unmodified damage value for the attack, regardless of how many clear lines of fire can be drawn.
After resolving this action, the character takes 2 pushing damage that ignores Willpower and team abilities; remove this Nova Blast from the game.
w/ Protected
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.
cj043 R Cosmic Boy
Team: Legion of Superheroes
Range: 0
Points: 45
Keywords: Future, Legion of Super Heroes, Teen
8
8
15
1
8
7
14
1
7
7
14
1
7
6
13
.
6
6
12
.
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
bd003 V Deadman
Team: Mystics
Range: 6
Points: 87
Keywords: Brightest Day, Mystical, White Lantern Corps
10
10
18
2
8
10
17
3
8
9
17
2
8
9
17
2
10
10
16
2
9
9
16
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
(Attack) White Rebirth: Deadman can use Support and Telekinesis. When he uses support, his minimum result is 2.
(Defense) LIVE!: Deadman can use Regeneration. When turning the dial, if this click is revealed due to damage taken from an opponent's attack, stop turning the dial.
(Damage) Summon the White: Give Deadman a power action. Any number of friendly characters with the Brightest Day and/or White Lantern Corps keywords can be placed adjacent to him, up to the number of adjacent unoccupied squares. Those characters can't be given actions until your next turn.
w/ Contingency Plan
Prerequisites: Leadership or Mastermind
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.
cj046 R Live Wire
Team: Legion of Superheroes
Range: 8
Points: 22
Keywords: Future, Legion of Super Heroes, Teen
sm023 E Earth Man
Team: Legion of Superheroes
Range: 6
Points: 98
Keywords: Future, Green Lantern Corps, Legion of Super Heroes, Legion of Super Villains
9
10
18
3
8
10
17
3
8
9
17
2
8
10
17
2
7
9
16
2
7
9
16
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
(Attack) Absorbancy: Give Earth Man a free action and choose a standard Attack power that an adjacent character can use. Until your next turn, he can use that power.
(Damage) No Place to Hide, Alien!: Opposing characters with the Cosmic keyword can't be given power actions to use standard Speed powers. Those characters modify their defense values by -2 when attacked by Earth Man.
cd066 V Dr. Light
Team: Calculator
Range: 10
Points: 84
Archenemy: Elongated Man (Blue)
Keywords: Injustice Gang
8
10
17
3
8
9
17
2
8
8
16
2
7
8
15
3
7
7
15
2
7
7
14
2
6
7
14
1
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
w/ Trick Shot
Prerequisites: Plasticity or Ranged Combat Expert
When not adjacent to an opposing character, this character ignores Stealth and team abilities that duplicate the effects of Stealth and ignores characters and hindering terrain for line of fire purposes.
w/ Takedown
Prerequisites: Incapacitate or Plasticity
If an opposing character makes an unsuccessful close combat attack against the character, after the action is resolved give the opposing character an extra action token if it has zero or one action token. If the opposing character already had one action token on it, giving it a second action token deals pushing damage normally.
sm012 E Livewire
Team: No Affiliation
Range: 6
Points: 75
Keywords: Celebrity, Metropolis, Superman Revenge Squad
10
10
16
3
10
10
16
3
9
9
16
2
9
11
16
2
9
10
15
2
8
10
15
2
8
9
14
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
(Special) Prevent the Short: When there are no squares of water terrain within 8 squares of Livewire, modifiy her damage value by +1.
cr224 R Shadow Demon
Team: No Affiliation
Range: 0
Points: 60
Keywords:
10
9
17
2
9
9
17
2
8
9
16
2
8
8
16
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
KO
KO
KO
KO
(Speed) The Darkness is Alive!: Shadow Demon can use Plasticity, Phasing/Teleport, and Stealth.
w/ Takedown
Prerequisites: Incapacitate or Plasticity
If an opposing character makes an unsuccessful close combat attack against the character, after the action is resolved give the opposing character an extra action token if it has zero or one action token. If the opposing character already had one action token on it, giving it a second action token deals pushing damage normally.
bb021 E The Holiday Killer
Team: Batman Enemy
Range: 8
Points: 43
Keywords: Gotham City