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Justice League Dark (home)
E Black Alice (5/5) 94 pt
U John Constantine (4/4) 59 pts
R Crispus Allen (9/9) 197pts
R Red Tornado (6/6) 42 pts
392
vs
HYDRA!
1) E Red Skull 100 pts (7/7)
w/Inspiring Command 15 pts
w/Contingency Plan 12 pts
w/Outsmart 10 pts
w/Getaway 4 pts
2) R Fixer 52 pts (5/5)
3) E Crossbones 47 pts (6/6)
4) LE Madame Hydra 39 pts (5/5)
w/Trick Shot 20 pts
5) R Hydra Technician (movie) 35 pts (4/4)
6) R Silver Samurai 28 pts (5/5)
7) LE Laura Brown 21 pts (5/5)
8) LE Operative 128 16 pts (4/4)
Total: 399 pts
Theme PC: 4
Thanks!
BFC: Loyalty After forces are placed in their starting areas but before the first player's first turn, each wild card must choose a team ability that can be copied by wild cards and is possessed by a friendly character. The wild card possesses the chose team ability until the end of the game and can't use any other team ability.
Justice League Dark (home)
1) E Black Alice (5/5) 94 pt B-6
2) U John Constantine (4/4) 59 pts A-9
3) R Crispus Allen (9/9) 197pts B-8
4) R Red Tornado (6/6) 42 pts B-7
392
vs
HYDRA!
1) E Red Skull 100 pts (7/7)
w/Inspiring Command 15 pts
w/Contingency Plan 12 pts
w/Outsmart 10 pts
w/Getaway 4 pts
2) R Fixer 52 pts (5/5)
3) E Crossbones 47 pts (6/6)
4) LE Madame Hydra 39 pts (5/5)
w/Trick Shot 20 pts
5) R Hydra Technician (movie) 35 pts (4/4)
6) R Silver Samurai 28 pts (5/5)
7) LE Laura Brown 21 pts (5/5)
8) LE Operative 128 16 pts (4/4)
Total: 399 pts
Theme PC: 4
HO: G-12
LO: G-19,P-21
BFC: Loyalty
After forces are placed in their starting areas but before the first player's first turn, each wild card must choose a team ability that can be copied by wild cards and is possessed by a friendly character. The wild card possesses the chose team ability until the end of the game and can't use any other team ability.
an034 E Black Alice
Team: Mystics
Range: 6
Points: 94
Keywords: Mystical, Secret Six, Shadowpact, Teen
7
9
17
3
7
9
17
2
7
9
17
2
7
9
16
2
6
8
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
KO
KO
KO
KO
(Attack) Magical Thievery: Black Alice can use Outwit. If she counters a standard power on a character with the Mystical keyword that she can't already use, she can use that standard power until the beginning of your next turn.
jl52019 U John Constantine
Team: Mystics
Range: 0
Points: 59
Keywords: Justice League, Mystical
7
9
16
2
7
9
15
1
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
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
(Special) Riding the Synchronicity Highway: John Constantine is a wild card.
(Attack) Mystical Wards: Other characters can't use Probability Control.
(Damage) Sheer Cunning: John Constantine can use Outwit and Perplex.
aa101 R Crispus Allen
Team: Mystics
Range: 8
Points: 197
Keywords: Detective, Herald, Mystical
10
11
17
4
9
9
17
2
9
11
17
4
8
12
17
4
8
12
17
4
8
11
16
3
7
11
16
3
7
10
16
2
7
10
15
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
(Speed) Vengeance Comes: Crispus Allen can use Phasing/Teleport and Plasticity.
(Damage) Your Powers Will Not Save You: Crispus Allen can use Outwit. He can use it normally, or he can counter all standard and named powers of up to two adjacent opposing characters.
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
Season 1 SuperHero Bowl Champion of the Heroclix Fantasy League
Justice League Dark (home)
1) E Black Alice (5/5) 94 pt B-6
2) U John Constantine (4/4) 59 pts A-9
3) R Crispus Allen (9/9) 197pts B-8
4) R Red Tornado (6/6) 42 pts B-7
392
vs
HYDRA!
1) E Red Skull 100 pts (7/7) W-7
w/Inspiring Command 15 pts
w/Contingency Plan 12 pts
w/Outsmart 10 pts
w/Getaway 4 pts
2) R Fixer 52 pts (5/5) W-8
3) E Crossbones 47 pts (6/6) W-6
4) LE Madame Hydra 39 pts (5/5) W-9
w/Trick Shot 20 pts
5) R Hydra Technician (movie) 35 pts (4/4) X-6
6) R Silver Samurai 28 pts (5/5) X-7
7) LE Laura Brown 21 pts (5/5) X-8
8) LE Operative 128 16 pts (4/4) X-9
Total: 399 pts
Theme PC: 4
HO: G-12,N-14
LO: G-19,P-21,O-8,Q-10
BFC: Loyalty
After forces are placed in their starting areas but before the first player's first turn, each wild card must choose a team ability that can be copied by wild cards and is possessed by a friendly character. The wild card possesses the chose team ability until the end of the game and can't use any other team ability.
ca208 E Red Skull
Team: Hydra
Range: 6
Points: 100
Keywords: A.I.M., Hydra, Politician, Skeleton Crew
8
10
17
2
8
10
16
2
8
10
16
2
7
9
16
2
7
9
15
2
6
8
16
2
6
8
17
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
(Damage) Steve, Is That You?: Red Skull can use Perplex and Shape Change.
w/Inspiring Command
Points: 15
Prerequisites: Leadership or Mastermind
Choose a character.
Characters with the same team symbol as the character and a lower point value than the character are not dealt pushing damage when a second token is placed upon them if they are adjacent to the character at the beginning or end of an action.
w/Contingency Plan
Points: 12
Prerequisites: 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 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.
w/Outsmart
Points: 10
Prerequisites: Mastermind or Outwit
Choose a character.
When a power possessed by the character or an adjacent friendly character would be countered by an opposing character's power or ability, you and the opposing character's controller each roll 2d6. If your result is more, the power is not countered instead.
w/Getaway
Points: 4
Prerequisites: Mastermind
Choose a Character.
Following the resolution of an attack in which the character uses Mastermind, the character can immediately break away automatically and move 1 square for each damage that was dealt to a friendly character via that use of Mastermind.
sn031 R Fixer
Team: Master of Evil
Range: 4
Points: 52
Keywords: Hydra, Masters of Evil, Scientist
9
8
16
2
8
8
15
2
7
7
14
1
7
7
14
1
6
6
13
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
av007 E Crossbones
Team: Minions of Doom
Range: 6
Points: 47
Keywords: Hydra, Skeleton Crew, Soldier
8
9
17
3
7
9
16
2
7
10
16
2
6
9
15
2
6
8
15
2
6
7
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
(Speed) Brainwash: Crossbones can use Mind Control, but can target only an opposing character that has the same team symbol as a friendly character.
xp211 LE Madame Hydra
Team: Hydra
Range: 10
Points: 39
Keywords: Hydra, Martial Artist
8
9
14
2
7
8
14
1
7
7
13
1
6
6
12
1
5
5
11
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
w/Trick Shot
Points: 20
Prerequisites: Plasticity or Ranged Combat Expert
Choose a character.
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.
free) Operative 128 Leadership is a... 5, which is a success.
1) Red Skull runs to Q-3.
2) Fixer picks up Madame Hydra and flies to S-3, dropping her in R-3.
3) Crossbones runs to R-4.
free) Technician perplexes up Silver Samurai's defense +1.
4) Silver Samurai phases to Q-1.
free) Red Skull perplexes up Silver Samurai's defense +1.
Token to CP.
Instructions:
Theme PC and Mastermind on a case-by-case basis.
Justice League Dark (home)
1) E Black Alice (5/5) 94 pt B-6
2) U John Constantine (4/4) 59 pts A-9
3) R Crispus Allen (9/9) 197pts B-8
4) R Red Tornado (6/6) 42 pts B-7
392
vs
HYDRA!
1) E Red Skull 100 pts (7/7) Q-3 @ (perplexing up SS's defense +1)
w/Inspiring Command 15 pts
w/Contingency Plan 12 pts #
w/Outsmart 10 pts
w/Getaway 4 pts
2) R Fixer 52 pts (5/5) S-3 @
3) E Crossbones 47 pts (6/6) R-4 @
4) LE Madame Hydra 39 pts (5/5) R-3
w/Trick Shot 20 pts
5) R Hydra Technician (movie) 35 pts (4/4) X-6 (perplexing up SS's defense +1)
6) R Silver Samurai 28 pts (5/5) Q-1 @ (defense +2)
7) LE Laura Brown 21 pts (5/5) X-8
8) LE Operative 128 16 pts (4/4) X-9
Total: 399 pts
Theme PC: 4
HO: G-12,N-14
LO: G-19,P-21,O-8,Q-10
BFC: Loyalty
After forces are placed in their starting areas but before the first player's first turn, each wild card must choose a team ability that can be copied by wild cards and is possessed by a friendly character. The wild card possesses the chose team ability until the end of the game and can't use any other team ability.
1)Constantine to E-11
2) Red Tornado picks up Black Alice and flies to d-9 alice in e10
Justice League Dark (home)
1) E Black Alice (5/5) 94 pt E-10
2) U John Constantine (4/4) 59 pts E-11@
3) R Crispus Allen (9/9) 197pts B-8
4) R Red Tornado (6/6) 42 pts D-9@
392
vs
HYDRA!
1) E Red Skull 100 pts (7/7) Q-3 @ (perplexing up SS's defense +1)
w/Inspiring Command 15 pts
w/Contingency Plan 12 pts #
w/Outsmart 10 pts
w/Getaway 4 pts
2) R Fixer 52 pts (5/5) S-3 @
3) E Crossbones 47 pts (6/6) R-4 @
4) LE Madame Hydra 39 pts (5/5) R-3
w/Trick Shot 20 pts
5) R Hydra Technician (movie) 35 pts (4/4) X-6 (perplexing up SS's defense +1)
6) R Silver Samurai 28 pts (5/5) Q-1 @ (defense +2)
7) LE Laura Brown 21 pts (5/5) X-8
8) LE Operative 128 16 pts (4/4) X-9
Total: 399 pts
Theme PC: 4
HO: G-12,N-14
LO: G-19,P-21,O-8,Q-10
BFC: Loyalty
After forces are placed in their starting areas but before the first player's first turn, each wild card must choose a team ability that can be copied by wild cards and is possessed by a friendly character. The wild card possesses the chose team ability until the end of the game and can't use any other team ability.
free) Red Skull perplexes up Silver Samurai's defense +1.
Everyone else clears.
Token to CP.
Instructions:
Mastermind on a case-by-case basis.
HYDRA!
1) E Red Skull 100 pts (7/7) Q-3 (perplexing up SS's defense +1)
w/Inspiring Command 15 pts
w/Contingency Plan 12 pts ##
w/Outsmart 10 pts
w/Getaway 4 pts
2) R Fixer 52 pts (5/5) S-3
3) E Crossbones 47 pts (6/6) R-4
4) LE Madame Hydra 39 pts (5/5) R-3
w/Trick Shot 20 pts
5) R Hydra Technician (movie) 35 pts (4/4) R-2 @ (perplexing up own defense +1)
6) R Silver Samurai 28 pts (5/5) Q-1 (defense +1)
7) LE Laura Brown 21 pts (5/5) S-2 @
8) LE Operative 128 16 pts (4/4) X-9
Total: 399 pts
Theme PC: 4
HO: G-12,N-14
LO: G-19,P-21,O-8,Q-10
BFC: Loyalty
After forces are placed in their starting areas but before the first player's first turn, each wild card must choose a team ability that can be copied by wild cards and is possessed by a friendly character. The wild card possesses the chose team ability until the end of the game and can't use any other team ability.