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1) R Black King 165
2) E Starbolt 85
3) R Magneto 65
4) U Tarot 47
5) R Storm 35
Total: 397
vs
BradenMcLeod's Fearsome Five
TT007 Jinx 39
CR020 Dr. Sivana 111
CR033 Psimon* 94
CD064 Dr. Light* 57
TT044 Gizmo 78
*SIF003 Vendetta 6
*SIF003 Vendetta 6
391 total
BFC: BIZARRO WORLD A critical miss does not deal the attacker damage. Instead, after the attack resolves the target of the attack is healed of 1 damage. After a critical hit is resolved, remove an action token from the target of the attack if it has one or more action tokens.
wxm035 R Black King
Team: No Affiliation
Range: 0
Points: 165
Keywords: Hellfire Club, Politician, Ruler
8
9
16
3
8
9
16
3
8
9
17
3
8
10
17
4
7
10
17
4
7
10
17
4
7
11
17
4
7
11
18
5
6
11
18
5
6
11
18
5
6
12
19
5
KO
KO
KO
KO
(Special) Kinetic Energy Absorption: When Black King takes damage from an opponent's attack, remove up to that many action tokens from him.
wxm019 E Starbolt
Team: No Affiliation
Range: 7
Points: 85
Keywords: Imperial Guard, Shi'ar, Warrior
9
10
17
3
9
11
16
2
8
9
16
3
8
9
15
2
8
10
15
2
7
9
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
(Attack) Plasma Generation: Starbolt can use Penetrating/Psychic Blast and Pulse Wave.
wxm037a R Magneto
Team: Brotherhood of Mutants
Range: 9
Points: 65
Keywords: Acolytes, Brotherhood of Mutants, Hellfire Club
8
10
17
3
8
10
16
2
7
9
16
2
7
9
16
2
7
9
15
2
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
(Special) Magnetic Force Barrier: Opposing characters within range modify their range and speed values by -1 for each action token assigned to Magneto.
(Speed) Magnetic Repulsion: Magneto can use Force Blast. He may use it as a free action to target an opposing character within 4 squares and line of fire.
(Damage) Capture Cape Citadel Missile Base: If Magneto occupies an opponent's starting area, give him a power action and choose a square on the map. For each character occupying that square or an adjacent square, roll a d6 that can't be rerolled. On a result of 4-6, deal that character 3 damage.
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.
1) R Black King 165 J-1
2) E Starbolt 85 J-2
3) R Magneto 65 K-2
4) U Tarot 47 K-1
5) R Storm 35 L-2
Total: 397
vs
BradenMcLeod's Fearsome Five
TT007 Jinx 39
CR020 Dr. Sivana 111
CR033 Psimon* 94
CD064 Dr. Light* 57
TT044 Gizmo 78
*SIF003 Vendetta 6
*SIF003 Vendetta 6
391 total
BFC: BIZARRO WORLD A critical miss does not deal the attacker damage. Instead, after the attack resolves the target of the attack is healed of 1 damage. After a critical hit is resolved, remove an action token from the target of the attack if it has one or more action tokens.
tt007 R Jinx
Team: No Affiliation
Range: 5
Points: 39
Keywords: Fearsome Five, Mystical, Society
6
9
16
1
6
8
16
1
5
8
15
1
5
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
(Defense) Alterations and Illusions: Jinx can use Barrier and Super Senses. When she uses Super Senses to evade an attack, you may immediately place her up to three squares from the square she currently occupies.
cr020 U Dr. Sivana
Team: Superman Enemy
Range: 6
Points: 111
Keywords: Fearsome Five, Monster Society of Evil, Scientist
7
10
16
2
6
9
16
2
6
9
15
2
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
(Speed) Suspendium: Dr. Sivana can use Incapacitate. When he uses Incapacitate and successfully hits a target, also give an action token to each of up to two additional opposing characters that have zero action tokens and are adjacent to the target.
(Attack) Mad Inventor: Dr. Sivana can use Barrier, Energy Explosion, Phasing/Teleport, Psychic Blast, Pulse Wave, Quake, Smoke Cloud, and Support. If while using this power, he makes an attack roll that results in a critical miss, deal 1 additional unavoidable damage to Dr. Sivana.
(Defense) World's Wickedest Scientist: Dr. Sivana can use Mastermind. He can choose to deal the damage to a friendly character that has a higher point value if that character shares a team ability or keyword with Dr. Sivana; damage transferred using World's Wickedest Scientist can not later be dealt to Dr. Sivana.
(Improved) Get Away From Me!: Improved Movement: Ignores Characters
(Special) Tiny Tinkerer: Gizmo can use the Flight ability. Give Gizmo a power action and place a light object from outside the game in an adjacent square.
(Attack) Insane Engineer: Give Gizmo a free action and remove an adjacent standard object from the game. If that object was a light object, choose a standard attack power; if that object was a heavy object, choose a standard damage power. Friendly characters within 4 squares can use the chosen power this turn.
Prerequisites: {fist}, {shield} and {starburst}
Choose a character.
At the beginning of your first turn, choose an opposing character with a point value greater than this character. Modify the attack value of this character by +1 when it is making close or ranged combat attack against the chosen character. If this character defeats the chosen character, you score additional victory points equal to half the chosen character's point value. If the chosen character defeats this character, the chosen character's controller scores additional victory points equal to half this character's point value.
2010, 2013 HCFL Champ, 2016 Colorado State Champion, 2nd Place Team Worlds
HCFL 2018 - United Atlantis
1) R Black King 165 J-1
2) E Starbolt 85 J-2
3) R Magneto 65 K-2
4) U Tarot 47 K-1
5) R Storm 35 L-2
Total: 397
vs
BradenMcLeod's Fearsome Five
TT007 Jinx 39 (4/4) E22
CR020 Dr. Sivana 111 (5/5) G22
CR033 Psimon* 94 (6/6)
CD064 Dr. Light* 57 F22 (6/6) F23
TT044 Gizmo 78 (6/6) G23
*SIF003 Vendetta 6
*SIF003 Vendetta 6
391 total
Vendetta: Psimon towards Black King, Dr. Light towards Starbolt
BFC: BIZARRO WORLD A critical miss does not deal the attacker damage. Instead, after the attack resolves the target of the attack is healed of 1 damage. After a critical hit is resolved, remove an action token from the target of the attack if it has one or more action tokens.
Free) Major Arcana: 8, High Priestess. She has Defend and Prob.
1) Starbolt will fly to P-9 dropping King in O-8
2) Storm flies to O-6 dropping Tarot in O-7.
3) Magneto to O-9
TheVagrantKing's Lords Imperial (home)
1) R Black King 165 O-8
2) E Starbolt 85 P-9 @
3) R Magneto 65 O-9 @
4) U Tarot 47 O-7
5) R Storm 35 O-6 @
Total: 397
vs
BradenMcLeod's Fearsome Five
TT007 Jinx 39 (4/4) E22
CR020 Dr. Sivana 111 (5/5) G22
CR033 Psimon* 94 (6/6)
CD064 Dr. Light* 57 F22 (6/6) F23
TT044 Gizmo 78 (6/6) G23
*SIF003 Vendetta 6
*SIF003 Vendetta 6
391 total
Vendetta: Psimon towards Black King, Dr. Light towards Starbolt
BFC: BIZARRO WORLD A critical miss does not deal the attacker damage. Instead, after the attack resolves the target of the attack is healed of 1 damage. After a critical hit is resolved, remove an action token from the target of the attack if it has one or more action tokens.
First, please use the available tokens to assign action tokens to your characters. Just makes life easier.
Okay, here goes my only good attack of the game.
1)Jinx will move to K20.
2) Gizmo will fly to L18.
3) Psimon will use Telekinesis on Dr. Sivana, placing him in M14 (which is rim, so still in LOS)
[Free] Gizmo will use Insane Engineer to remove the HO from L17, and choose Perplex as the obtained damage power.
[Free] Gizmo and Jinx will Perplex up Sivana's damage value by 2
4) Dr. Sivana will attack Magneto using Psychic Blast and Energy Explosion given to him by Mad Inventor. (10 against a 17. Need a 7. 6, 3=9. Hit, for 4 penetrating damage.)
Black King and Starbolt both take 1 penetrating damage from Energy Explosion
Well, that was successful. Now, my Golden Age team will proceed to get squashed by your Modern Characters, lol.
TheVagrantKing's Lords Imperial (home)
1) R Black King 165 (2/11) O-8
2) E Starbolt 85 (2/6) P-9 @
3) R Magneto 65 (5/6)O-9 @
4) U Tarot 47 O-7
5) R Storm 35 O-6 @
Vendetta: Psimon towards Black King, Dr. Light towards Starbolt
BFC: BIZARRO WORLD A critical miss does not deal the attacker damage. Instead, after the attack resolves the target of the attack is healed of 1 damage. After a critical hit is resolved, remove an action token from the target of the attack if it has one or more action tokens.
Man, tactically, that is a hard move not to get pantsed by.
Free) Tarot moves to P-10.
1) Starbolt HSS to N-13 on Sivana, AV 11 on DV 16, needs 5. Rolls: 5, barely hits. He flies back to P-9 where he came from. Willpower absorbs the push.
2) Magneto on Sivana, AV 9 on DV 15, needs 6. Rolls: 7. 2 more damage to Sivana. Push.
Free) BK will Sidestep to N-7
3) Black King destroys the Light Object sitting there.
Major Arcana: 4. Barrier and poison.
4) Storm RCE on Sivana, AV 8 +2 RCE on DV 14, needs a 4. Rolls 9. Sivana is KOed. Push to Storm.
1 SA Magneto, 1 SA Starbolt, 1 SA Storm 1 KO Storm.
TheVagrantKing's Lords Imperial (home)
1) R Black King 165 (2) N-7 @
2) E Starbolt 85 (2) P-9 @@
3) R Magneto 65 (6) O-9 @@
4) U Tarot 47 (1) P-10 @
5) R Storm 35 (2) O-6 @@
Vendetta: Psimon towards Black King, Dr. Light towards Starbolt
BFC: BIZARRO WORLD A critical miss does not deal the attacker damage. Instead, after the attack resolves the target of the attack is healed of 1 damage. After a critical hit is resolved, remove an action token from the target of the attack if it has one or more action tokens.
Vendetta: Psimon towards Black King, Dr. Light towards Starbolt
BFC: BIZARRO WORLD A critical miss does not deal the attacker damage. Instead, after the attack resolves the target of the attack is healed of 1 damage. After a critical hit is resolved, remove an action token from the target of the attack if it has one or more action tokens.
Vendetta: Psimon towards Black King, Dr. Light towards Starbolt
BFC: BIZARRO WORLD A critical miss does not deal the attacker damage. Instead, after the attack resolves the target of the attack is healed of 1 damage. After a critical hit is resolved, remove an action token from the target of the attack if it has one or more action tokens.
Vendetta: Psimon towards Black King, Dr. Light towards Starbolt
BFC: BIZARRO WORLD A critical miss does not deal the attacker damage. Instead, after the attack resolves the target of the attack is healed of 1 damage. After a critical hit is resolved, remove an action token from the target of the attack if it has one or more action tokens.