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asm001b V Spider-Man
Team: Spider-Man
Range: 6
Points: 100
Keywords: Avengers, Scientist, Spider-Man Family
9
11
18
3
8
10
18
3
8
10
17
2
8
9
16
3
8
9
16
2
8
9
17
2
KO
KO
KO
KO
KO
KO
KO
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(Special) Morph: Changing Frequencies: Give Spider-Man a move action or close combat action. After actions resolve, you may replace him with any other character with this trait or the Morph: Indentity Crisis trait on the same click number. If an opposing character took damage during that action, you may instead deal Spider-Man 1 unavoidable damage and then replace him with a character with the Morph: Spider Armor trait on the same click number.
(Special) Doing the Things a Spider Can: Spider-Man can use Leap/Climb and Super Senses.
(Attack) Here's Web In Yer Eye!: When Spider-Man hits an opposing character, its range value becomes 0 and is locked until your next turn.
asm008 V Doctor Druid
Team: Mystics
Range: 5
Points: 104
Keywords: Avengers, Defenders, Detective, Mystical
8
10
17
3
8
10
16
2
7
9
16
1
7
11
18
3
7
10
17
3
6
10
16
3
KO
KO
KO
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(Speed) Call Me... Druid: Dr. Druid can use Pulse Wave. When Dr. Druid is given a non-free action, before the action you may place him in a square of hindering terrain within 6 squares and line of fire.
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
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(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.
sm026r R Lucy Lane, Superwoman
Team: No Affiliation
Range: 0
Points: 75
Keywords: Metropolis, Mystical, Soldier
sm035 E Magog
Team: Kingdom Come
Range: 6
Points: 172
Keywords: Brute, Future, Herald
10
12
17
4
9
12
17
4
8
11
16
4
8
11
16
3
8
10
16
3
8
10
15
3
8
11
17
4
7
9
14
2
7
9
14
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
(Special) Excessive Force: Once per turn, when Magog KO's an opposing character, after actions resolve Magog may take one action as a free action.
(Damage) A Teacher and Healer, In The End: Magog can use Support. When he does, the targeted character's defense value becomes Magog's unmodified defense value. Before any attack roll, Magog may replace his defense value with the unmodified defense value of an adjacent friendly character.
asm017b Brother Voodoo
Team: No Affiliation
Range: 6
Points: 79
Keywords: Heroes for Hire, Howling Commandos, Mystical, S.H.I.E.L.D.
10
10
18
2
8
10
17
2
7
10
17
2
7
9
16
1
7
9
17
1
6
9
16
1
KO
KO
KO
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(Special) My Spirit Brother Possesses You: When Brother Voodoo has exactly one action token, he can use Mind Control as a free action. He takes no damage from this use of Mind Control and he and his target modify their attack values by +1 this turn.
(Attack) Fire and Smoke: Brother Voodoo can use Poison and Smoke Cloud. If there's an opposing character adjacent to him, he may use Smoke Cloud as a free action instead.
cw022 U Sharon Carter
Team: S.H.I.E.L.D.
Range: 5
Points: 45
Keywords: Avengers, S.H.I.E.L.D.
7
10
17
2
6
9
16
2
6
10
16
2
6
9
15
1
5
8
15
1
KO
KO
KO
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(Special) Secret Avengers Coordinator: Sharon Carter and adjacent friendly characters with the Avengers keyword can use Stealth.
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
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(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.
Free) Brother Voodoo attempts a free-action Mind Control on Lucy Lane
-(10+Trait) 11 vs 17 - miss with a 5! Voodoo PCs: (6,1) 7 - hit!
Free) Lucy Lane uses Hypersonic Speed, carrying Voodoo. She moves to G8 to attack Spidey.
-(10+trait) 11 vs 18 - miss with a 4!
-Lucy moves to E11, grabbing the HO in D6 on the way. Voodoo dropped in E12
2) Sharon Carter goes to I16. She opts to take the push damage
Free) Sharon PPX up Magog's speed
3) Magog charge to F12 to attack Lucy with Exploit Weakness. He'll grab the HO in F14 along the way.
-12 vs 17 - a 7 hits for 6 clicks, KOing Lucy. HO drops in E11
-Magog pushes
Free) Magog uses Excessive Force to charge to E7, grabbing the HO in E11 and attacking Dr. Druid.
-12 vs 17 - hits with a (6,4) 10
-I assume Druid PCs to not die - (3,3) 6 and still a hit.
-Druid KOd. Mystics click to Magog (7/9)
Earth Man clears
Voodoo will PC anything successful he can see, should he have a chance
Magog will always use his Kingdom Come TA when applicable
1) Earth man Punches Magog
10 vs 16
Attack Roll is...10+1+3=14 Miss
2)Spidey Attempts to L/C to F6..Not sure if L/C Ignores KC or not since you ignore opposing characters for the move.
KC roll just incase. 2. Well crap. He'll move to G5 instead grabbing the LO from under Earth Man. IF L/C does ignore KC can you just adjust his movement before your turn?