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m10a019 V Magneto
Team: X-Men
Range: 8
Points: 113
Keywords: Acolytes, Brotherhood of Mutants, Hellfire Club, New Mutants, Ruler, X-Men
9
11
18
4
8
10
17
3
8
10
17
3
8
9
17
3
7
9
16
2
7
10
16
2
7
10
16
3
7
9
17
3
KO
KO
KO
KO
KO
KO
KO
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KO
(Special) Magnetic Debris: Magneto begins the game without the Magnetic Debris. If the Magnetic Debris is attached, Magneto modifies his defense and damage values by +1 and when Magneto is hit by a close combat attack, the attacker is dealt 1 unavoidable damage after the attack is resolved. Magnetic Debris remains attached to Magneto until he takes damage from an opponent's attack.
(Damage) Master of Magnetism: Magneto can use Pulse Wave and Quake. When he uses either and hits, attach the Magnetic Debris to him.
gx021 U Tarot
Team: Brotherhood of Mutants
Range: 0
Points: 47
Keywords: Hellions
7
9
17
1
7
9
17
1
6
8
16
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
KO
KO
KO
KO
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KO
(Special) Major Arcana: Once during your turn, you may roll 2d6 that can't be rerolled. Based on the result, Tarot can use the corresponding power below until she makes this roll again. 2-3=Death. Give Tarot a power action and make a close combat attack targeting each opposing character within 3 squares. Roll a d6 and subtract 1. Each character hit is dealt that much damage. 4-5=Hermit. Tarot can use Barrier as if she possessed a range value of 3 and Poison. 6-8=High Priestess. Tarot can use Defend and Probability Control. 9-10=Fool. Tarot can use Leap/Climb and Perplex. 11-12=The Devil. Tarot deals penetrating damage. Once, at the beginning of your turn, deal 1 damage to each opposing character within 3 squares.
mm013 R Vertigo
Team: No Affiliation
Range: 6
Points: 45
Keywords: Marauders, Psychic
6
9
14
.
6
9
14
.
5
8
14
.
5
7
13
.
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
KO
KO
KO
KO
aw058 R Sunfire
Team: No Affiliation
Range: 6
Points: 40
Keywords: Mutant
9
9
16
2
9
9
16
1
8
8
15
1
8
7
15
1
7
7
14
2
6
6
13
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
ui034 R Mystique
Team: Brotherhood of Mutants
Range: 6
Points: 34
Keywords: Brotherhood of Mutants, Detective, Past
(Speed) Alter Ego: Red Skull: Give Johann Schmidt a power action that deals no pushing damage and replace this character with AVM #016 Red Skull on its orange starting line. Existing action tokens on this character and action tokens for this action are applied to the replacement. This power can't be countered.
(Damage) My Own Private Army: Adjacent friendly characters possessing the HYDRA team ability can also use the S.H.I.E.L.D. team ability.
(Attack) Minion: When You Get Thrown Out of Grad School...: When a friendly character with the A.I.M. keyword and a higher point value is within 8 squares, A.I.M. Agent can use Energy Explosion.
lol, between our 2 teams, i'm counting 8 plexers and 3 barriers, not even counting tarot who can possibly have either.
I await your setup, my good man.
Can't mess with the map right now, but I'm just going to put Laser in the top right corner of the bottom starting area, and just cram in the rest behind him. You may go first if you wanna do the set up, and I'll be able to take a turn tomorrow.
No objects for me.
2010, 2013 HCFL Champ, 2016 Colorado State Champion, 2nd Place Team Worlds
HCFL 2018 - United Atlantis