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jbship628's Defenders (home)
1) E Dr. Strange 196pts (8/8)
2) PR Brother Voodoo 79pts* (6/6)
3) R Scarlet Witch 50pts (3/3)
4) AE Rick Jones 48pts (4/4)
5) U Madame Web 24pts (2/2)
*ATA: Howling Commandos 3pts
Total 400
Objects: Opened Hydrant (IO), HO, LO
vs.
Dbauers' Marauders
1) V (GsX) Magneto 189 pts* (9/9)
*w/ Inspiring Command 15 pts
2) E (GsX) Pyro 74 pts (6/6)
3) V Black Tom Cassidy 55 pts (5/5)
4) U Tarot 47 pts (4/4)
5) LE Sarah St. John 19 pts (3/3)
Total: 399 pts
Objects: Generator (HO), Structural Integrity Field (HO), LO
BFC: MADNESS Critical hits are critical misses instead, and vice versa. When a character uses Support, the target is healed on 1 fewer damage on a critical hit.
Defenders Setup:
jbship628's Defenders (home)
1) E Dr. Strange (GG) 196pts (8/8) [E1]
2) PR Brother Voodoo 79pts* (6/6) [G2]
3) R Scarlet Witch (CW) 50pts (3/3) [E2]
4) AE Rick Jones 48pts (4/4) [F1]
5) U Madame Web 24pts (2/2) [F2]
*ATA: Howling Commandos 3pts
Total 400
vs.
Dbauers' Marauders
1) V (GsX) Magneto 189 pts* (9/9)
*w/ Inspiring Command 15 pts
2) E (GsX) Pyro 74 pts (6/6)
3) V Black Tom Cassidy 55 pts (5/5)
4) U Tarot 47 pts (4/4)
5) LE Sarah St. John 19 pts (3/3)
Total: 399 pts
Objects: Generator (HO), Structural Integrity Field (HO), LO
Opened Hydrant(IO-A): B7
HO: X24
LO: X23
BFC: MADNESS
Critical hits are critical misses instead, and vice versa. When a character uses Support, the target is healed on 1 fewer damage on a critical hit.
DEFENDERS DIALS:
--------------------
gg028 E Dr. Strange
Team: Defenders|Mystics
Range: 8
Points: 196
Keywords: Avengers, Defenders, Illuminati, Midnight Sons, Mystical
10
11
18
3
10
10
18
3
10
9
17
4
9
11
17
3
9
10
16
3
9
10
16
4
8
10
16
3
8
9
15
3
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
(Special) Astral Form: Give Dr. Strange a power action. Place a GG #014a or GG #014b Astral Dr. Strange from outside of the game in an adjacent square.
(Special) Defenders Portal: Characters possessing the Defenders keyword or team ability who begin an action adjacent to Dr. Strange can use Phasing/Teleport but halve their speed value that action.
(Speed) Concentrate on One Projection: Give Dr. Strange a free action and choose an opposing character adjacent to a friendly Astral Dr. Strange. This turn, Dr. Strange can target that character regardless of range, squares, or line of fire when making a ranged combat attack or using Outwit or Perplex.
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
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
(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.
Howling Commandos
Friendly characters can use Support if they can't already, but only to target a character using this team ability that took 2 or more damage from a single opponent's attack since your last turn.
3 Points
ffcw006r R Scarlet Witch
Team: Mystics
Range: 6
Points: 50
Keywords: Avengers, Brotherhood of Mutants, Lady Liberators, Mystical
7
9
17
2
7
9
16
2
7
8
17
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
KO
KO
KO
KO
(Damage) Chaos Magic: Scarlet Witch can use Perplex and Probability Control.
ih025 Rick Jones
Team: Avengers|Spider-Man
Range: 0
Points: 48
Keywords: Avengers, Cosmic
6
9
16
1
6
9
15
1
5
8
15
1
5
8
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
KO
KO
KO
KO
KO
KO
KO
KO
(Speed) Alter Ego: I've Led an Interesting Life: Give Rick Jones a power action that deals no pushing damage and replace this character with IH #40 A-Bomb, GG #031 Captain Marvel or CW #027 Genis-Vell 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.
asm048 U Madame Web
Team: No Affiliation
Range: 0
Points: 24
Keywords: Mystical, Spider-Man Family
3
7
16
.
2
6
15
.
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
(Special) Cryptic Choices: As you reveal your force, roll a d6 that can't be rerolled. 1 - Begin at the green starting line. 2 - begin at the red starting line. 3 - Begin at the blue starting line. 4 - Begin at the yellow starting line. 5-6 - Begin at the starting line of your choice.
(Special) Clairvoyance: Madame Web can use Super Senses. Once per game, give Madame Web a power action and place her within 4 squares and line of fire of any friendly character.
(Damage) Heed my Words: Before a friendly character within 4 squares and line of fire makes an attack roll, you may choose a number from 2-5. If the chosen number comes up on either die, increase the attack total by 1. If it comes up on both dice, increase the attack total by 3.
And I'm sure we will need these:
gg014a R Astral Dr. Strange
Team: No Affiliation
Range: 0
Points: 13
Keywords: Mystical
7
8
16
.
7
7
15
.
6
7
14
.
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
KO
KO
KO
KO
(Special) Dr. Strange's Animating Spirit: When this character is KO'd, roll a d6. On a roll of 1-3, give all friendly characters named Dr. Strange an action token.
(Special) Intangible and Invisible: Astral Dr. Strange does not require opponents to break away, does not block line of fire, cannot have damage transferred to it by Mastermind or be the target of Perplex, and may be given a move action as a free action once during your turn.
gx053 V Magneto
Team: Brotherhood of Mutants
Range: 10
Points: 189
Keywords: Acolytes, Brotherhood of Mutants, Hellfire Club, Ruler
8
11
18
4
8
11
18
4
8
10
17
3
8
10
17
3
8
10
17
3
7
9
16
2
7
9
16
2
7
9
16
2
7
9
16
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
(Special) Magnetic Field: Magneto can use Energy Shield/Deflection. When Magneto uses the Carry ability, he can carry up to 4 characters. Modify Magneto's combat values by +1 if he's occupying a square that contains a debris marker.
(Attack) Magnetic Mastery: Give Magneto a power action. Magneto can use Telekenesis twice as a free action. If Magneto uses Telekenesis option 3 increase the damage dealt by 2.
(Defense) Magnetic Shield: Magneto can use Toughness. Characters halve their range values when Magneto is one of the targets of their attack.
Inspiring Command
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.
15 Points
gx034 E Pyro
Team: Brotherhood of Mutants
Range: 5
Points: 74
Keywords: Brotherhood of Mutants, Freedom Force, Reporter
8
10
17
2
8
9
16
2
7
9
17
2
7
9
16
2
6
8
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
(Damage) Pyromantic: All damage dealt by Pyro is penetrating damage.
mu043 V Black Tom Cassidy
Team: Brotherhood of Mutants
Range: 8
Points: 55
Keywords: Brotherhood of Mutants, Mutant
7
9
16
2
7
9
16
2
6
8
15
2
6
8
15
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
KO
KO
KO
KO
KO
KO
KO
KO
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
KO
KO
KO
KO
KO
KO
KO
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.
xp201 LE Sarah St. John
Team: No Affiliation
Range: 0
Points: 19
Keywords:
jbship628's Defenders (home)
1) E Dr. Strange (GG) 196pts (8/8) [E1]
2) PR Brother Voodoo 79pts* (6/6) [G2]
3) R Scarlet Witch (CW) 50pts (3/3) [E2]
4) AE Rick Jones 48pts (4/4) [F1]
5) U Madame Web 24pts (2/2) [F2]
*ATA: Howling Commandos 3pts
Total 400
vs.
Dbauers' Marauders
1) V (GsX) Magneto 189 pts* (9/9) S-13
*w/ Inspiring Command 15 pts
2) E (GsX) Pyro 74 pts (6/6) R-24
3) V Black Tom Cassidy 55 pts (5/5) T-24
4) U Tarot 47 pts (4/4) Q-23
5) LE Sarah St. John 19 pts (3/3) S-24
BFC: MADNESS
Critical hits are critical misses instead, and vice versa. When a character uses Support, the target is healed on 1 fewer damage on a critical hit.
BFC: MADNESS
Critical hits are critical misses instead, and vice versa. When a character uses Support, the target is healed on 1 fewer damage on a critical hit.
BFC: MADNESS
Critical hits are critical misses instead, and vice versa. When a character uses Support, the target is healed on 1 fewer damage on a critical hit.
BFC: MADNESS
Critical hits are critical misses instead, and vice versa. When a character uses Support, the target is healed on 1 fewer damage on a critical hit.
BFC: MADNESS
Critical hits are critical misses instead, and vice versa. When a character uses Support, the target is healed on 1 fewer damage on a critical hit.
BFC: MADNESS
Critical hits are critical misses instead, and vice versa. When a character uses Support, the target is healed on 1 fewer damage on a critical hit.
BFC: MADNESS
Critical hits are critical misses instead, and vice versa. When a character uses Support, the target is healed on 1 fewer damage on a critical hit.
Free x3) Dr. Strange, Scarlet Witch and Rick Jones all use Perplex on Dr. Strange's AV. (+3)
Free) Dr. Strange chooses Tarot to be the target of his SP.
2) Dr. Strange ranged attack against Tarot.
-13AV vs 17DV. Need 4.
-Attack roll is..........3. Miss.
-Scarlet Witch PCs that roll to...........8. (3,5) Hit.
-Damage is 3 which is enough to KO Tarot.
-1 SA 1 KO Strange. 1 AST Scarlet Witch for the PC.
Free) Astral Strange 7 moves to M4.
Clear Scarlet Witch and Brother Voodoo.
*Same PC instructions as before.
Recap:
jbship628's Defenders (home)
1) E Dr. Strange (GG) 196pts (7/8) [E1]
2) PR Brother Voodoo 79pts* (5/6) [M10] @@
3) R Scarlet Witch (CW) 50pts (3/3) [E2] @
4) AE Rick Jones 48pts (3/4) [F1]
5) U Madame Web 24pts (2/2) [D1]
6) R Astral Dr. Strange(a) 13pts (3/3) [P10]
7) R Astral Dr. Strange(a) 13pts (3/3) [F2]
*ATA: Howling Commandos 3pts
Total 400
vs.
Dbauers' Marauders
1) V (GsX) Magneto 189 pts* (9/9) U-18 @ [def +1]
*w/ Inspiring Command 15 pts
2) E (GsX) Pyro 74 pts (6/6) V-17
3) V Black Tom Cassidy 55 pts (5/5) S-18
4) U Tarot 47 pts (0/4) KOKOKOKO
5) LE Sarah St. John 19 pts (3/3) U-19
Total: 399 pts
BFC: MADNESS
Critical hits are critical misses instead, and vice versa. When a character uses Support, the target is healed on 1 fewer damage on a critical hit.