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1) R Sinestro (FFGL) 100 (8/8)
w/ Protected 8, Loner 5
2) E Mera 85 (7/7)
3) E Zatanna 72 (6/6)
4) R Mister Miracle 64 (6/6)
w/ Alias 3
5) R Kid Flash 45 (5/5)
w/ Armor Piercing 10, Maneuver 8
Total: 400 points
Objects: 2 HO, 1 LO
VS.
Da-Craig-O's Covenant
1. V Arbiter (needler) 124 pts (9/9)
2. V Cloaked Elite (Carbine) 73 pts (7/7)
3. V Elite (Plasma Rifle) 69 pts (7/7)
4. V Elite (Plasma Rifle) 69 pts (7/7)
w/ Armor Piercing - 10 pts
5. V Jackal (Beam Rifle) 50 pts (6/6)
Total - 395
Theme PC (4/4)
Grenade Pool (6/6)
Objects: Standard only. (None submitted)
BFC: DEFIANCE
When one of your characters makes a critical hit, remove an action token from a friendly character that has not been given an action (including a free action) this turn.
ffgl004 R Sinestro
Team: No Affiliation
Range: 9
Points: 100
Keywords: Green Lantern Corps
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19
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(Damage) The End of Willpower, the Beginning of Fear: If Sinestro possesses this power after taking pushing damage, place a fear token on this card. Sinestro modifies his attack value by +1 for each fear token on this card. If Sinestro is healed, remove all fear tokens from this card.
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.
Loner
Prerequisites: Point value 100 points or less.
Choose a character.
If no other friendly character shares any of the character's keywords (or this character has no keywords), modify this character's defense value by +1 when this character has a clear line of fire to an opposing character 6 or fewer squares away.
Only one character on a force can be assigned this feat.
an028 E Mera
Team: No Affiliation
Range: 0
Points: 85
Keywords: Atlantis, Ruler
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17
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3
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7
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jl028 E Zatanna
Team: Justice League
Range: 8
Points: 72
Keywords: Celebrity, Justice League, Justice League of America, Mystical, Sentinels of Magic, Seven Soldiers
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16
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14
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or070 R Mister Miracle
Team: No Affiliation
Range: 0
Points: 64
Keywords: New Gods
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9
18
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8
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16
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Alias
Prerequisites: {fist} and {starburst}
Choose a character.
(Optional) This character can use Shape Change, if it cannot already.
After this Feat is used, remove it from the game.
cr002 R Kid Flash
Team: Titans
Range: 0
Points: 45
Keywords: Central City, Teen, Teen Titans
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9
18
2
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8
18
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2
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1
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(Speed) Up Walls, Though Walls: Kid Flash can use Hypersonic Speed, but only Option 1. When Kid Flash moves, he ignores the effects of characters, hindering terrain, elevated terrain, and blocking terrain on movement. He can't end his movement on blocking terrain.
(Attack) Fast FIsts: Kid Flash can use Flurry.
(Damage) Human Tornado: Once per turn, Kid Flash can use Force Blast as a free action.
Armor Piercing
Choose a character.
Damage dealt by this character may not be reduced below 1.
Maneuver
Prerequisites: {boot}, Close Combat Expert or Combat Reflexes
Choose a character.
When the character make a close combat attack against a target opposing character, after the attack is resolved, put the target in any unoccupied square adjacent to the character.
(Special) Throw a Grenade: Give the character a power action, decrease the number of grenades in your grenade pool by 1 (if greater than 0), and choose a type of grenade listed on this card. Choose a target square within 5 squares and line of fire (ignoring characters for line of fire purposes). Make a ranged combat attack targeting all characters occupying or adjacent to the target square. Deal damage to each character hit based only on the type of grenade chosen.
(Special) Grenade Pool: +2
(Special) Grenade Type(s): Flashbang (no damage): The target square for this grenade can be within 8 squares. Place an action token on all hit characters that have zero tokens. Frag (2 damage): A hit character in the target square is dealt 1 additional damage. Each other hit character is knocked back from the target square.
(Special) Throw a Grenade: Give the character a power action, decrease the number of grenades in your grenade pool by 1 (if greater than 0), and choose a type of grenade listed on this card. Choose a target square within 5 squares and line of fire (ignoring characters for line of fire purposes). Make a ranged combat attack targeting all characters occupying or adjacent to the target square. Deal damage to each character hit based only on the type of grenade chosen.
(Special) Grenade Pool: +2
(Special) Grenade Type(s): Flashbang (no damage): The target square for this grenade can be within 8 squares. Place an action token on all hit characters that have zero tokens. Thermite (1 damage): Destroy up to 3 squares of blocking terrain or walls adjacent to the target square.
(Attack) Radioactive Rounds: Cloaked Elite can use Energy Explosion; when he does, damage dealt to the target of the attack is penetrating damage.
(Special) Throw a Grenade: Give the character a power action, decrease the number of grenades in your grenade pool by 1 (if greater than 0), and choose a type of grenade listed on this card. Choose a target square within 5 squares and line of fire (ignoring characters for line of fire purposes). Make a ranged combat attack targeting all characters occupying or adjacent to the target square. Deal damage to each character hit based only on the type of grenade chosen.
(Special) Grenade Pool: +1
(Special) Grenade Type(s): Plasma (no damage): Mark a hit character in the target square. At the beginning of your next turn, deal 2 damage to the character marked in this way and 1 damage to all adjacent characters that are friendly to that character.
(Speed) Strafe: When Elite rolls doubles and hits with a ranged combat attack, after the attack resolves he may automatically break away, move up to 3 squares and then make a ranged combat attack as a free action.
Armor Piercing
Choose a character.
Damage dealt by this character may not be reduced below 1.
(Defense) Sniper: Jackal can use Energy Shield/Deflection and Stealth.
(Damage) Particle Accelerator: At the beginning of your turn, roll a d6 as a free action. On a result of 5 or 6, Jackal's line of fire ignores walls and blocking terrain this turn.
Dai Hinorashi's JLE
1) R Sinestro (FFGL) 100 (8/8) M-23
w/ Protected 8, Loner 5
2) E Mera 85 (7/7) L-23
3) E Zatanna 72 (6/6) K-24
4) R Mister Miracle 64 (6/6) J-23
w/ Alias 3
5) R Kid Flash 45 (5/5) K-23
w/ Armor Piercing 10, Maneuver 8
Total: 400 points
VS.
Da-Craig-O's Covenant
1. V Arbiter (Needler) 124 pts (9/9)
2. V Cloaked Elite (Carbine) 73 pts (7/7)
3. V Elite (Plasma Rifle) 69 pts (7/7)
4. V Elite (Plasma Rifle) 69 pts (7/7)
w/ Armor Piercing - 10 pts
5. V Jackal (Beam Rifle) 50 pts (6/6)
Total - 395
Theme PC (4/4)
Grenade Pool (6/6)
Objects: Standard only. (None submitted)
HO: K-15, L-17
LO: O-23
BFC: DEFIANCE
When one of your characters makes a critical hit, remove an action token from a friendly character that has not been given an action (including a free action) this turn.
Dai Hinorashi's JLE
1) R Sinestro (FFGL) 100 (8/8) M-23
w/ Protected 8, Loner 5
2) E Mera 85 (7/7) L-23
3) E Zatanna 72 (6/6) K-24
4) R Mister Miracle 64 (6/6) J-23
w/ Alias 3
5) R Kid Flash 45 (5/5) K-23
w/ Armor Piercing 10, Maneuver 8
Total: 400 points
VS.
Da-Craig-O's Covenant
1. V Arbiter (Needler) 124 pts (9/9) - H2
2. V Cloaked Elite (Carbine) 73 pts (7/7) - I2
3. V Elite (Plasma Rifle) 69 pts (7/7) - H1
4. V Elite (Plasma Rifle) 69 pts (7/7) - I1
w/ Armor Piercing - 10 pts
5. V Jackal (Beam Rifle) 50 pts (6/6) - G2
Total - 395
Theme PC (4/4)
Grenade Pool (6/6)
Objects: Standard only. (None submitted)
HO: K-15, L-17, J12
LO: O-23, F13, I12
BFC: DEFIANCE
When one of your characters makes a critical hit, remove an action token from a friendly character that has not been given an action (including a free action) this turn.
Sorry, ran into map trouble and other roadblocks. Let's do it!
Mera: "Wallace, do a quick sweep of the perimeter. Everyone, be on your guard. I've heard stories of these invaders. None have had a happy ending." Kid Flash: "You can count on Sir Wally the Swift, Your Highness."
Perplex) Mister Miracle PERPLEXES Kid Flash DAMAGE UP 1. <3>
1) Kid Flash HSSs to E-14 to destroy the LO at F-13 before heading to D-15.
PC/Protected) Case by case unless otherwise noted.
-----
Dai Hinorashi's JLE
1) R Sinestro (FFGL) 100 (8/8) M-23
w/ Protected 8, Loner 5
2) E Mera 85 (7/7) L-23
3) E Zatanna 72 (6/6) K-24
4) R Mister Miracle 64 (6/6) J-23
w/ Alias 3
5) R Kid Flash 45 (5/5) D-15@
w/ Armor Piercing 10, Maneuver 8
Total: 400 points
VS.
Da-Craig-O's Covenant
1. V Arbiter (Needler) 124 pts (9/9) - H2
2. V Cloaked Elite (Carbine) 73 pts (7/7) - I2
3. V Elite (Plasma Rifle) 69 pts (7/7) - H1
4. V Elite (Plasma Rifle) 69 pts (7/7) - I1
w/ Armor Piercing - 10 pts
5. V Jackal (Beam Rifle) 50 pts (6/6) - G2
Total - 395
Theme PC (4/4)
Grenade Pool (6/6)
Objects: Standard only. (None submitted)
HO: K-15, L-17, J12
LO: O-23, I12
BFC: DEFIANCE
When one of your characters makes a critical hit, remove an action token from a friendly character that has not been given an action (including a free action) this turn.
With the symbol of holiday glee destroyed, the Arbiter arrives with his squad at a large terrain gathering.
"Spread out and destroy the humans!"
----------------
1. Cloaked Elite carries the other Elites and moves to J7, setting in I8 and K8.
1. Arbiter to I7, carrying the Jackal to H8.
Theme PC on case by case.
-----
Dai Hinorashi's JLE
1) R Sinestro (FFGL) 100 (8/8) M-23
w/ Protected 8, Loner 5
2) E Mera 85 (7/7) L-23
3) E Zatanna 72 (6/6) K-24
4) R Mister Miracle 64 (6/6) J-23
w/ Alias 3
5) R Kid Flash 45 (5/5) D-15@
w/ Armor Piercing 10, Maneuver 8
Total: 400 points
VS.
Da-Craig-O's Covenant
1. V Arbiter (Needler) 124 pts (9/9) - I7 @
2. V Cloaked Elite (Carbine) 73 pts (7/7) - J7 @
3. V Elite (Plasma Rifle) 69 pts (7/7) - I8
4. V Elite (Plasma Rifle) 69 pts (7/7) - K8
w/ Armor Piercing - 10 pts
5. V Jackal (Beam Rifle) 50 pts (6/6) - H8
Total - 395
Theme PC (4/4)
Grenade Pool (6/6)
Objects: Standard only. (None submitted)
HO: K-15, L-17, J12
LO: O-23, I12
BFC: DEFIANCE
When one of your characters makes a critical hit, remove an action token from a friendly character that has not been given an action (including a free action) this turn.
1) Mera TKs Sinestro to I-17. Perplex) Mister Miracle PERPLEXES Sinestro's ATTACK UP 1. 2) Sinestro shoots at Jackal. 10[+1] on a 16[+2]. 7+ for 3. Roll is: 1,4 = 5. Zatanna PCs. Roll is: 5,6 = 11. ***Pause.***
Sinestro: I will show this 'Covenant' why I am the greatest of the Green Lantern Corps.
1) Mera TKs Sinestro to I-17.
Perplex) Mister Miracle PERPLEXES Sinestro's ATTACK UP 1.
2) Sinestro shoots at Jackal. 10[+1] on a 16[+2]. 7+ for 3. Roll is: 1,4 = 5. Zatanna PCs. Roll is: 5,6 = 11. Elite 4 PCs. Roll is: 1,1 = 2 Crit Miss. Sinestro receives 1. Elite 4 gets a token.
3) Zatanna grabs Mera and flies over to P-20, dropping Mera off at O-21.
Clearing.
PC / Protected / Alias Intructions) CbC unless otherwise noted.
-----
Dai Hinorashi's JLE
1) R Sinestro (FFGL) 100 (7/8) I-17 @
w/ Protected 8, Loner 5
2) E Mera 85 (7/7) O-21 @
3) E Zatanna 72 (6/6) P-20 @
4) R Mister Miracle 64 (6/6) J-23
w/ Alias 3
5) R Kid Flash 45 (5/5) D-15
w/ Armor Piercing 10, Maneuver 8
Total: 400 points
VS.
Da-Craig-O's Covenant
1. V Arbiter (Needler) 124 pts (9/9) - I7 @
2. V Cloaked Elite (Carbine) 73 pts (7/7) - J7 @
3. V Elite (Plasma Rifle) 69 pts (7/7) - I8
4. V Elite (Plasma Rifle) 69 pts (7/7) - K8
w/ Armor Piercing - 10 pts
5. V Jackal (Beam Rifle) 50 pts (6/6) - H8
Total - 395
Theme PC (3/4)
Grenade Pool (6/6)
Objects: Standard only. (None submitted)
HO: K-15, L-17, J12
LO: O-23, I12
BFC: DEFIANCE
When one of your characters makes a critical hit, remove an action token from a friendly character that has not been given an action (including a free action) this turn.
-----------
Jackal rolls for Particle Accelerator and gets a 6.
Arbiter rolls for Leadership and gets a 4.
1. Jackal shoots at Sinestro. 10 on 18, he gets 2,3 for the miss. Elite 3 theme PCs that to a 3,5 for the hit. Protected?
-----
Dai Hinorashi's JLE
1) R Sinestro (FFGL) 100 (7/8) I-17 @
w/ Protected 8, Loner 5
2) E Mera 85 (7/7) O-21 @
3) E Zatanna 72 (6/6) P-20 @
4) R Mister Miracle 64 (6/6) J-23
w/ Alias 3
5) R Kid Flash 45 (5/5) D-15
w/ Armor Piercing 10, Maneuver 8
Total: 400 points
VS.
Da-Craig-O's Covenant
1. V Arbiter (Needler) 124 pts (9/9) - I7 @
2. V Cloaked Elite (Carbine) 73 pts (7/7) - J7 @
3. V Elite (Plasma Rifle) 69 pts (7/7) - I8 @
4. V Elite (Plasma Rifle) 69 pts (7/7) - K8 @
w/ Armor Piercing - 10 pts
5. V Jackal (Beam Rifle) 50 pts (6/6) - H8 @
Total - 395
Theme PC (3/4)
Grenade Pool (6/6)
Objects: Standard only. (None submitted)
HO: K-15, L-17, J12
LO: O-23, I12
BFC: DEFIANCE
When one of your characters makes a critical hit, remove an action token from a friendly character that has not been given an action (including a free action) this turn.