You are currently viewing HCRealms.com, The Premier HeroClix Community, as a Guest. If you would like to participate in the community, please Register to join the discussion!
If you are having problems registering to an account, feel free to Contact Us.
Setup.
Map: Helms Deep and Helms Dike.
Point value: 500
Force A: Aragon (or strider), Legolas or Gimli, 4 Haldirs archer horde tokens, 8 riders of Rohan horde tokens.
Force B: Saruman, 4 Uruk-hai horde tokens, 8 Orc horde tokens.
Aftermath.
Treasure ~ If you won and scored over 100 more victory points the other player. Hammerhands Horn: Once per battle, give one of your characters a power action; they can use 'Incapacitate' as a free action as if they had a range value of 8 and could target 3 targets.
Reinforcements ~ If you lost and the winner scored 350+ more victory points than you. Reinforcements at dawn: During the first turn of the next battle, each horde token can be given a free action.
Relic: Mjolnir Treasures: Barrow Blade:
Once per battle, before dealing damage with a close combat attack, roll a d6; if the result is greater than the damage being dealt, that damage is penetrating. Mithrill Shirt:
Once per battle, when one of your characters would be dealt penetrating damage, the damage is not penetrating. Ringbearer’s Inspiration: Once per battle,
as a free action remove an action token from up to two
characters that have exactly one action token.
(Special) E.V.A.: When Fantomex has one action token and no friendly character named E.V.A. is on your force, you may give him a free action and place an E.V.A. bystander token on the map in an adjacent square as described on the back of this card.
(Speed) Master Thief and Misdirection: Fantomex can use Running Shot, Shape Change and Stealth.
X-Force
Characters using this team ability ignore the effects of hindering terrain on
their movement.
Trick Shot
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.
Lucky Break
Prerequisites: {boot} or {dolphin}
Choose a character.
When you make an attack roll for the character, if the result on either of the two dice is a 1, you may reroll one die before determining the attack roll result. You may reroll one once per attack roll.
If you use this feat, remove this card from the game after the attack resolves.
gx040 E Sabretooth
Team: Brotherhood of Mutants
Range: 0
Points: 93
Keywords: Animal, Brotherhood of Mutants, Marauders, Weapon X
9
12
17
3
8
11
16
3
8
10
15
3
6
10
16
3
7
11
16
2
7
10
15
2
6
9
15
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
(Attack) Mortal Wound: When a character takes 3 or more damage from Sabretooth's attack, that character can't heal for the rest of the game even if this power is countered or lost.
(Defense) Animalistic: Sabretooth can use Combat Reflexes and Super Senses.
Automatic Regeneration
Prerequisites: Regeneration
Choose a character.
Once, at the beginning of your turn, this character uses Regeneration as a free action.
mu030 R X-23
Team: No Affiliation
Range: 0
Points: 35
Keywords: Mutant, Teen, Weapon X
8
9
16
1
7
9
15
2
7
9
15
2
6
8
14
1
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
(Attack) Programmed Assassin: X-23 can use Stealth. When she occupies hindering terrain and makes a close combat attack, modify her attack value by +1.
(Special) Hard To Take Down: Wolverine can use Toughness.
(Defense) Keep Comin' At Ya: Wolverine can use Regeneration. When turning the dial, if this power is revealed due to damage taken from an opponent's attack, stop turning the dial.
X-Force
Characters using this team ability ignore the effects of hindering terrain on their movement.
Automatic Regeneration
Prerequisites: Regeneration
Choose a character.
Once, at the beginning of your turn, this character uses Regeneration as a free action.
iim012 E Aurora
Team: No Affiliation
Range: 5
Points: 75
Keywords: Alpha Flight, Weapon X
12
10
17
2
12
9
17
2
11
9
16
2
11
9
16
2
10
9
15
1
10
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
(Damage) Blinding Flash: When Aurora hits with a ranged combat attack, a hit character modifies its attack value by -2 until your next turn.
wxm042bt E.V.A.
Team: No Affiliation
Range: [b]0 Keywords:
8
10
17
1
(Attack) External Nervous System: Friendly characters named Fantomex can use Toughness and may draw lines of fire and count squares and range from E.V.A.'s square.
gow009 U General RAAM
Team: Locust Horde
Range: 8
Points: 151
Keywords: Locust Horde, Soldier, Warrior
6
11
16
3
6
12
17
3
6
11
18
3
6
11
17
3
6
10
17
2
5
10
16
2
5
9
16
2
5
9
16
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
(Speed) Grenade Scatter: When General RAAM is given a move action, he can use a grenade as a free action after the move action is resolved.
(Attack) Troika Blasts and Clouds of Kryll: General RAAM can use Penetrating/Psychic Blast. Once per turn, if General RAAM has no action tokens he can use Smoke Cloud as a free action until the beginning of his next turn. At the end of your turn, roll a d6 for each opposing character occupying a square containing a hindering terrain marker placed by General RAAM, and on a result of 5-6 deal the opposing character 1 damage.
Throw a Grenade: Give the character a power action, decrease the number of grenades in your grenade pool by 1 (if greater then 0), and choose a type of grenade listed on this card. Choose a target square within 5 squares and line of fire (ignoring characters for line of fire purposes). Make a ranged combat attack targeting all characters occupying or adjacent to the target square. Deal damage to each character hit based only on the type of grenade chosen.
Grenade Pool: +3
FRAG (2 DAMAGE): A hit character in the target square is dealt 1 additional damage. Each other hit character is knocked back from the target square.
INK (1 PENETRATING DAMAGE): Place a hindering terrain marker in the target square. At the beginning of your next turn, deal 1 additional penetrating to each character occupying the target or adjacent squares, then remove the marker.
Inside Information
Prerequisites: The character must have at least one keyword.
Choose a character.
When the character attacks an opposing character that has any of the keywords possessed by the characters, modify the character's attack value by +2.
Throw a Grenade: Throw a Grenade: Give the character a power action, decrease the number of grenades in your grenade pool by 1 (if greater then 0), and choose a type of grenade listed on this card. Choose a target square within 5 squares and line of fire (ignoring characters for line of fire purposes). Make a ranged combat attack targeting all characters occupying or adjacent to the target square. Deal damage to each character hit based only on the type of grenade chosen.
Grenade Pool: +1
INK (1 PENETRATING DAMAGE): Place a hindering terrain marker in the target square. At the beginning of your next turn, deal 1 additional penetrating to each character occupying the target or adjacent squares, then remove the marker.
(Attack) Chainsaw Staff: Skorge can use Blades/Claws/Fangs and Flurry. A single character can't take more than 4 damage per turn from Skorge's attacks.
Pummel
Prerequisites: Combat Reflexes or Close Combat Expert or Super Senses
Choose a character
Once Per turn, when the character has zero action tokens and is given a close combat action, you can ignore the result of one attack roll made for the character and reroll the dice to obtain a new result.
(Damage) Shrieking Priest: Kantus can use Perplex and Support.
Throw a Grenade: Give the character a power action, decrease the number of grenades in your grenade pool by 1 (if greater then 0), and choose a type of grenade listed on this card. Choose a target square within 5 squares and line of fire (ignoring characters for line of fire purposes). Make a ranged combat attack targeting all characters occupying or adjacent to the target square. Deal damage to each character hit based only on the type of grenade chosen.
Grenade Pool: +1
INK (1 PENETRATING DAMAGE): Place a hindering terrain marker in the target square. At the beginning of your next turn, deal 1 additional penetrating to each character occupying the target or adjacent squares, then remove the marker.
(Special) Rewards to the Faithful: When a friendly character adjacent to Kantus rolls a critical hit, add one to your grenade pool.
(Defense) Drone of the Horde: Locust Drone can use Combat Reflexes and Mastermind; when using Mastermind, the damage can be dealt to any adjacent friendly character possessing the Locust Horde team ability.
Coordination
Prerequisites: Any team symbol
Choose a character.
Lines of fire to and from the character are not blocked by character with the same team symbol.
Uru Forge
Relic 3-6
When a character would place this relic on its character card, choose one: Modify this character's speed or range value by +3 this game; Modify this character's attack, defense, or damage value by +1 this game; or remove this relic from the game and replace it with another relic of equal or less points in the same square.
(I made a bunch of rolls because I thought E.V.A. was adjacent to the square at B10. She's on a different elevation, so even if the grenade went off, she wouldn't be affected.)
RAAM rolls for Leadership...it's a 3. Nothing happens.
Larry moves to B5.
RAAM moves to G7.
Skorge moves to C6.
Kantus moves to E8.
Larry will mastermind damage to Skorge until my next turn.
Well, I've never really been a fan of the safe plays soooo...
Turn 2a
Free) Ringbearer's Inspiration removes tokens from Eva and Fantomex
1) Eva Moves to G10
Free) Eva outwit's RAAM's Invulnerability
2) Fantomex RCE targeting Raam +2 Damage
11 vs 17(hindering)
Attack Roll is...11+4+4=19 Hit for 5 KB into wall for no damage thanks to toughness.
3) Wolverine Charges up to D9 and Expoit Weaknesses Kantus
11 vs 16
Attack Roll is...11+4+1=16 Barely Hits (Best at what he does, pfft) 3 straight through.
4) Sabretooth Charges to E9 and attacks Kantus
11 vs 15
Attack Roll is...11+4+2=17
Super Senses: 3 and the Preist goes down.
Aurora Clears, X-23 will TTPC any attack she can see that is successful on Fantomex, but no other TTPC. Thanks!
and its here that I noticed you have TTPC but no Instructions, So usually that means "Don't use it" over in the leagues, but do you want to use TTPC on Wolverine or Sabretooth's attacks? Theres a line of fire for both attacks, but no line of fire to Fantomex for the opening shot. My turn doesn't change if you chose to use it and they miss, just go ahead and reroll the attacks and adjust health as necessary. Just a side note, Super Senses can't be rerolled, only my attack rolls.
I'll use my TTPC on Sabertooth's attacks. I'll give instructions after I finish my turn.
Alrighty...
Turn 3
General Raam tries to access the power of the Uru Forge...JUST makes it with a 3. He reaches into the burning cauldron and pulls out Dr. Octopus's arms. He'll try to pick up the arms after he clears.
Skorge revs up his chainsaw and charges Wolverine, using Blades/Claws/Fangs and Flurry, 10 on 17...it's an 8. Rolling for Blades...hits for 3. Skorge swings the staff at Sabertooth, 10 on 19...it's a 10. Sabertooth rolls for Super Senses...it's a 1. Rolling for Blades...it's a 3. Sabertooth takes 3. Skorge takes 1 for pushing.
Moe hightails it to G9 with Phase/Teleport, choosing to knock E.V.A. back 1 square. She hits the blocking terrain and takes 1, getting destroyed in the process.
Everyone else clears.
TTPC will used by Larry for attacks dealt to Skorge. Moe will use TTPC if RAAM gets attacked.
Free) Wolverine's Automatic Regen:1 Some healing factor...
Free) Fantomax Makes a new Eva at C19
1) Eva Moves up to F11
Free) Eva Outwit's RAAM's Tougness
2) Aurora Running shots to B7 and fires on RAAM
10 vs 17
Attack Roll is...10+4+3=17 Hit!
No Line of sight for Moe, but there is one for Larry, I'll assume and you can take it back if you want. If you decide to take it back, let me know, It'll change my Fantomex Attack.
Larry TTPC Attack Roll is...10+2+1=13 Miss.
3) Fantomex Pushes to RCE Firing on RAAM +2 Attack
13 vs 17
Attack Roll is...13+5+1=19 Hit for 3 and the KO