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* Outsmart, Not So Special 13
** Contingency Plan, Protected 20
*** Recharge 5
Total 398
vs
Justice League Dark
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
BFC: LOYALTY After forces are placed in their starting area 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 chosen team ability until the end of the game, and can’t use any other team ability.
New PAC changes are in play for this game, as well as the Quake rules.
Quake: At the end of each player's turn, roll 2d6. On a 3 or less, replace this map with the Post-Quake map (Change GD1 to GD2 in the address bar). Characters are places in the same square they currently occupy on the new map. Any character that now is illegally placed is dealt 1 unavoidable damage and moved to the next closest square it can occupy by its controller.
Matter-Eater Lad Snack List: Time Gem, Remaker
Etrigan Prime Transformation List: Blackhawk Pilot, Per Degaton, Rip Hunter
bm013 R The Joker
Team: Batman Enemy
Range: 3
Points: 127
Keywords: Arkham Asylum, Monster
7
11
18
2
7
9
16
2
6
10
17
2
6
10
17
2
6
9
16
1
6
11
18
1
6
8
15
1
KO
KO
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(Attack) H.A.H.A.D.E.A.T.H.H.A.H.A.: The Joker can use Steal Energy. Whenever The Joker is healed using Steal Energy, if the attack roll was doubles, heal the Joker of 2 damage instead.
(Special) You Are All Fodder: The Joker can use Mastermind, but can only use it to deal damage to characters that have a point value of 50 or less.
sog020 U Calendar Man
Team: Batman Enemy
Range: 4
Points: 52
Keywords: Arkham Asylum
6
9
16
1
6
9
16
1
5
8
15
1
5
8
15
1
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KO
KO
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(Speed) Odd Days...and Even: Calendar Man can use Stealth. When the game begins on a day with an even-numbered day of the month: Give Calendar Man a power action; halve the speed value and range value of a target opposing character until the beginning of your next turn.
(Attack) Weekend Warriors: Calendar Man can use Energy Explosion. When the game begins on Friday through Sunday: modify the attack value of friendly characters adjacent to Calendar Man by +1.
(Damage) Celebrating Holidays With a Bang: Calendar Man can use Probability Control. Give Calendar Man a power action and roll a d6. When the battle begins during the winter or spring, on a result of 5-6 give an action token to an opposing character within 10 squares and adjacent to or holding an object.
bb021 E The Holiday Killer
Team: Batman Enemy
Range: 8
Points: 43
Keywords: Gotham City
6
10
17
2
6
11
16
2
6
9
15
2
6
8
14
1
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Outsmart
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.
Not So Special
Choose a character. Whenever this character attacks an opposing character possessing a Special Power, if this character currently possesses no Special Power or Traits, modify this character's attack value by +1.
bm210 R Two-Face
Team: No Affiliation
Range: 5
Points: 70
Keywords: Gotham City, Police, Politician, Arkham Asylum, Gotham Underworld
8
10
17
2
8
9
16
2
7
9
15
2
7
8
15
2
6
8
14
1
8
9
16
3
8
9
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2
8
9
16
2
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8
15
1
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8
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1
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(Special) [210a] Dual-Personality: Harvey Dent: Two-Face can use the Batman Ally and Police team abilities. At the beginning of your turn, roll a d6. On a result of 4-6, replace this character with bm #210b Two-Face on the current click number plus 6.
(Special) [210b] Dual-Personality: Two-Face: Two-Face can use the Batman Enemy and Underworld team abilities. At the beginning of your turn, roll a d6. On a result of 1-3, replace this character with bm #210a Two-Face on the current click number minus 6.
Contingency Plan
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.
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.
aa027 E Firefly
Team: Batman Enemy
Range: 6
Points: 68
Keywords: Armor, Gotham City
8
9
16
2
8
9
16
2
8
8
16
1
7
8
15
1
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1
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1
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(Attack) Flamethrower: Firefly can use Energy Explosion. He can use it normally, or use it as if he possessed only one and after the attack resolves use Smoke Cloud as a free action, but he must put the first hindering terrain marker in the same square as the target.
Recharge
Prerequisites: Energy Explosion
Choose a character. Whenever a total of 2 or more damage is taken by opposing characters while this character is using Energy Explosion, heal this character of 1 damage after actions resolve.
Last edited by Aranatta; 05/12/2013 at 22:58..
Reason: Edited to Clean up Calendar Man with only relevant abilities
an034 E Black Alice
Team: Mystics
Range: 6
Points: 94
Keywords: Mystical, Secret Six, Shadowpact, Teen
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17
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2
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2
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2
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(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
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16
2
7
9
15
1
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1
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1
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(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
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7
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(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
* Outsmart, Not So Special 13
** Contingency Plan, Protected 20
*** Recharge 5
Total 398
vs
Justice League Dark
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
BFC: LOYALTY After forces are placed in their starting area 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 chosen team ability until the end of the game, and can’t use any other team ability.
* Outsmart, Not So Special 13
** Contingency Plan, Protected 20
*** Recharge 5
Total 398
vs
Justice League Dark
E Black Alice (5/5) 94 pt H-2
U John Constantine (4/4) 59 pts G-1
R Crispus Allen (9/9) 197pts H-1
R Red Tornado (6/6) 42 pts G-2
392
BFC: LOYALTY
After forces are placed in their starting area 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 chosen team ability until the end of the game, and can’t use any other team ability.
* Outsmart, Not So Special 13
** Contingency Plan, Protected 20
*** Recharge 5
Total 398
vs
Justice League Dark
1)E Black Alice (5/5) 94 pt H-2
2)U John Constantine (4/4) 59 pts I-7
3)R Crispus Allen (9/9) 197pts H-1
4)R Red Tornado (6/6) 42 pts G-2
392
BFC: LOYALTY
After forces are placed in their starting area 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 chosen team ability until the end of the game, and can’t use any other team ability.
* Outsmart, Not So Special 13
** Contingency Plan, Protected 20
*** Recharge 5
Total 398
vs
Justice League Dark
1)E Black Alice (5/5) 94 pt H-2
2)U John Constantine (4/4) 59 pts I-7
3)R Crispus Allen (9/9) 197pts H-1
4)R Red Tornado (6/6) 42 pts G-2
392
BFC: LOYALTY
After forces are placed in their starting area 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 chosen team ability until the end of the game, and can’t use any other team ability.