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.
Battlefield.
Point value: 400
Force A: Merry (or Esquire of rohan), Pippin (or Guard of the Citidel), Frodo (or Ringbearer)
Force B: Lurtz (or Captain Lurtz), 4 Uruk-hai horde tokens.
Special rule: Before beginning of the first turn, place boromir in square J-12 as part of neither force. Any player may give Boromir a free action and roll a d6 (even if hes not on your force). On a roll of 4/5/6 he becomes freindly to your force. Victory points for Boromir are given to the player who causes hime to be defeated.
Aftermath.
Treasure ~ If you won and scored 300+ victory points.
Ringbearers Inspiration: Once per battle, as a free action remove an action token from up to two characters that have exactly on action token.
Reinforcements ~ If you lost and the winner scored 100+ more victory points than you:
Slowed by the pursuit: Before the beginning of the next battles first turn choose three opposing characters and deal each of them 1 unavoidable damage.
Team:
cy0nknight's White Lantern Corps
anW-7 U Flash
Team: No Affiliation
Range: 8
Points: 138
Keywords: Central City, White Lantern Corps
14
10
18
3
13
10
18
3
13
11
17
3
13
10
17
2
12
10
16
2
12
10
16
2
10
10
18
2
6
8
15
1
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
(Defense) LIVE!: Flash can use Regeneration. When turning the dial, if this click is revealed due to damage taken from an opponent's attack, stop turning the dial.
(Damage) White Blur: Flash can use Shape Change. When he rolls a d6 for Shape Change, on a result of 5 or 6, heal him of 1 damage after actions resolves.
with:
White Lantern Corps ATA
Place a number of tokens on this card equal to the number of characters with the White Lantern Corps keyword with which you begin the game. Immediately before any attack roll, you may remove one token to modify a friendly character's defensive value by +1.
Force Field
Prerequisites: Barrier, Defend, Energy Shield/Deflection, or Telekinesis
Choose a character without a power that reduces damage.
The character gains Toughness.
anW-2 U Bart Allen
Team: No Affiliation
Range: 8
Points: 120
Keywords: Teen Titans, White Lantern Corps
12
10
18
2
11
9
17
3
11
9
17
3
11
10
16
2
10
9
16
2
10
9
16
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
(Speed) White Sprint: Bart Allen can use Hypersonic Speed. When he does, after actions resolve, you may roll a d6. On a result of 5 or 6, heal him of 1 damage.
(Defense) LIVE!: Bart Allen can use Regeneration. When turning the dial, if this click is revealed due to damage taken from an opponent's attack, stop turning the dial.
with:
White Lantern Corps ATA
Place a number of tokens on this card equal to the number of characters with the White Lantern Corps keyword with which you begin the game. Immediately before any attack roll, you may remove one token to modify a friendly character's defensive value by +1.
Armor Piercing
Choose a character.
Damage dealt by the character may not be reduced below 1.
bd003 V Deadman
Team: Mystics
Range: 6
Points: 87
Keywords: Brightest Day, Mystical, White Lantern Corps
10
10
18
2
8
10
17
3
8
9
17
2
8
9
17
2
10
10
16
2
9
9
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
(Attack) White Rebirth: Deadman can use Support and Telekinesis. When he uses support, his minimum result is 2.
(Defense) LIVE!: Deadman can use Regeneration. When turning the dial, if this click is revealed due to damage taken from an opponent's attack, stop turning the dial.
(Damage) Summon the White: Give Deadman a power action. Any number of friendly characters with the Brightest Day and/or White Lantern Corps keywords can be placed adjacent to him, up to the number of adjacent unoccupied squares. Those characters can't be given actions until your next turn.
with:
White Lantern Corps ATA
Place a number of tokens on this card equal to the number of characters with the White Lantern Corps keyword with which you begin the game. Immediately before any attack roll, you may remove one token to modify a friendly character's defensive value by +1.
Heightened Reflexes
Prerequisites: Combat Reflexes or Energy Shield/Deflection
Choose a character.
When the character is hit by an attack using Charge, Hypersonic Speed, Running Shot, or the transporter move and attack ability, roll one six-sided die before damage is dealt. On a result of 5 or 6, the character evades the attack.
Relic:
White Light (Left Thumb)
Relic: 4-6.
When this character hits a single opposing character with a ranged combat attack, until your next turn, modify target's attack value by -2 and damage value by -1.
Cost: 392
Treasure:
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.
Reinforcements:
Fly, you fools!:
During your first turn of the next battle, up to three friendly characters may be given a move action as a free action.
We can both pick one and then roll randomly for Boromir.
slosh024 E Lex Luthor
Team: Superman Enemy|Underworld
Range: 6
Points: 150
Keywords: Injustice League, Legion of Doom, Metropolis, Scientist
8
10
18
3
7
11
18
2
7
10
17
2
7
9
17
2
7
9
16
2
7
9
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
(Special) Smarter Than All of You Combined: Lex Luthor's powers can't be countered. Adjacent friendly characters with a lower point value have "Superman Enemy team ability symbol".
(Speed) If You Want a Job Done Right: Lex Luthor has "wing symbol" and can use Invulnerability and Running Shot.
slosh049 V Solomon Grundy
Team: Batman Enemy
Range: 0
Points: 200
Keywords: Brute, Gotham City, Injustice League, Injustice Society, Legion of Doom, Monster, Mystical, Past
(Special) Immortal Plant Element: At the beginning of your turn you may give Solomon Grundy a free action and heal him of 1 damage if he occupies printed hindering or water terrain.
(Special) The End of Solomon Grundy: At the beginning of the game, place 3 Resurrection tokens on Solomon Grundy's card. Solomon Grundy places 1 Resurrection token on his character card each time he hits an opposing character. When Solomon Grundy would be KO'd and has at least one Resurrection token on his card, instead click him to click #9, heal him of 1 damage for each Resurrection token on his card and remove all Resurrection tokens from his card. This ability can't be ignored.
(Special) Gentle Mind or Raging Beast?: At the beginning of the game and when Solomon Grundy would be KO'd, choose one to last until he chooses again: he can use Outwit, or he can use Battle Fury and modifies his damage value by +1.
(Damage) Never Really the End: Solomon Grundy can use Regeneration.
slosh039x U Bizarro
Team: Superman Enemy
Range: 6
Points: 50
Keywords: Brute, Legion of Doom, Metropolis, Monster
(Special) Me Am Not Bizarro!: Bizarro costs 25 points for each Orrazib token you place on his card, up to 12 tokens. When Bizarro takes damage, remove one Orrazib token from his card. When Bizarro is healed, add one Orrazib token to his card (no more than the initial amount). When there are no Orrazib tokens on this card, KO Bizarro. At the beginning of your turn, roll a d6 and click Bizarro that many times. This ability can't be ignored.
Init 3+5=8. I'm going to take Top Side. Go ahead and take the first turn after you set up and we determine Boromir. Grundy is going to take Gentle Mind for his special power.
Cy0nknight's White Lantern Corp
1)Flash
White Lantern ATA 3/3
+Force Field
2)Bart Allen
White Lantern ATA 3/3
+Armor Peircing
3)Deadman
+ Heightened Reflexes
1)Flash (8/8) G2
White Lantern ATA 3/3
+Force Field
2)Bart Allen (7/7) H2
White Lantern ATA 3/3
+Armor Piercing
3)Deadman (6/6) I2
+ Heightened Reflexes
BoT) Rolling for Boromir...3. I guess he's going to be E. Nigma for this game. And Mr. Nigma is going to be in for a world of pain.
BoT) Deadman rolls for Leadership...gets a 4.
1) Barry perplexes up his damage and uses Hypersonic Speed to zoom to J11 and attack E. Nigma, 10 on 17...it's a 7, a hit. E. Nigma takes 4.
2) Bart uses Hypersonic Speed to zoom to G11 and attack E. Nigma, 10 on 15...it's a 7, another hit. Bart will use the Barrow Blade to try to finish off the Master of Riddles, and rolls a d6...it's a perfect 6. Damage is penetrating against E. Nigma, and he's out cold. I get Victory Points because I finished him off, so that's 69 points for me.
3) Deadman moves to E5. (Free move action from Fly, you fools!)
No TTPCs just yet, and White Lantern Tokens in case things get heated.
Cy0nknight's White Lantern Corp
1)Flash (8/8) @ I11
White Lantern ATA 3/3
+Force Field
2)Bart Allen (7/7) @ J11
White Lantern ATA 3/3
+Armor Piercing
3)Deadman (6/6) E5
+ Heightened Reflexes
Geez, I completely forgot about that. Doing the rolls now.
Barry's attack..Riddler gets a 2. Looks like everything else is legal.
Aw, Poor E. Nigma. Also, just for reference sake, we both wont have access to TTPC, at 400 points we'd need to have 4 characters in order to have a theme team.
1B
Free) Bizzaro: 5 Bizzaro clicks up to click 6.
1) Lex flies up to C17
2) Bizzaro Grabs Grundy and Flies up to E19 drops Solomon at E20.
Free) Bizzaro Side-steps Carrying Grundy and moves up to D18 and drops him at D17
Free) Grundy outwits Bart's Hypersonic Speed
Free) Lex Luthor uses Superman Enemy (Enabled from Bizzaro) to Outwit Barry's Hypersonic Speed.
Cy0nknight's White Lantern Corp
1)Flash (8/8) @ I11
White Lantern ATA 3/3
+Force Field
2)Bart Allen (7/7) @ J11
White Lantern ATA 3/3
+Armor Piercing
3)Deadman (6/6) E5
+ Heightened Reflexes
Deadman will make the roll for the White Ring...gets a 1. Figures as much.
Barry and Bart will clear, and Barry will perplex up his own defense by 1.
Cy0nknight's White Lantern Corp
1)Flash (8/8) I11
White Lantern ATA 3/3
+Force Field
2)Bart Allen (7/7) J11
White Lantern ATA 3/3
+Armor Piercing
3)Deadman (6/6) @ E5
+ Heightened Reflexes
Free)Lex Grabs outwit from Superman enemy and Outwit's Barry's Super Senses
1)Lex Running shots to E13 and fires on Barry
10 vs 19
Attack Roll is...10+6+2=18 Miss. /Glareatperplex
Lex PC's Attack Roll...10+2+5=17 Miss.
Free) Grundy Outwits Barry's Hypersonic Speed
2) Grundy moves to F15
Bizzaro Clears.
Cy0nknight's White Lantern Corp
1)Flash (8/8) I11
White Lantern ATA 3/3
+Force Field
2)Bart Allen (7/7) J11
White Lantern ATA 3/3
+Armor Piercing
3)Deadman (6/6) @ E5
+ Heightened Reflexes
BoT) Deadman rolls for Leadership...it's a 5. One extra action this turn.
1) Deadman moves to F6, and takes 1 for pushing.
2) Barry perplexes up his damage by 1 and takes a shot at Lex, 10 on 18...it's perfect 6's for a 12, a critical hit. Lex forces a re-roll with Prob Control, so Barry attacks again...it's an 8. Lex takes 2 after Invuln.
3) Bart uses his Hypersonic Speed to zoom to D12 and attack Bizarro, 10 on 17...it's a 5, a miss. Bart zooms back to J11.
Same token rules as before.
Cy0nknight's White Lantern Corp
1)Flash (8/8) @I11
White Lantern ATA 3/3
+Force Field
2)Bart Allen (7/7) @ J11
White Lantern ATA 3/3
+Armor Piercing
3)Deadman (5/6) @@ E5
+ Heightened Reflexes
I think you might have your locations wrong for Bart's attack, D12 is way too far away (1/2 range while hypersonic) and crosses a square of elevation on it's way to Bizzaro so the line of fire is blocked. It doesn't really matter since he could have made a legal attack from H14 and ended his movement in the same place.
3B
Free)Bizzaro:2 Clicks. He moves to Click 10
1)Grundy moves up to I12
Free) Grundy Outwit's Barry's Supersenses.
2) Bizzaro goes Hypersonic and moves to F14 and fires on Barry
8 vs 18
Attack Roll is...8+1+3=12 Hit...if we were in Bizzaro world...
Bizzaro finishes his movement at E12
Free) Lex will pick up outwit from Bizzaro and outwit Barry's Hypersonic speed.
Lex Clears.
Lex will Mastermind damage he might take this turn to Bizzaro.
Cy0nknight's White Lantern Corp
1)Flash (8/8) @I11
White Lantern ATA 3/3
+Force Field
2)Bart Allen (7/7) @ J11
White Lantern ATA 3/3
+Armor Piercing
3)Deadman (5/6) @@ E5
+ Heightened Reflexes