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...in which the White Lanterns recruit Animal Man, and continue their journey towards the Black Lantern Corps' battery.
Campaign Battle #5 ~ The battle of Pelennor Fields.
Setup.
Map: Minas tirith and Pelennor fields
Point vaue: 600
Force A: Gandalf, Merry (or Esquire of Rohan), Legolas, Gimli
Force B: Witch King
Aftermath.
Treasure ~ If you won and score 500+ victory points.
Inspired by the King: Once per battle, roll a d6 for each friendly character on the battlefield with a point value of 50+ points, on a result of 1 or 2 heal the character of damage equal to the result.
Reinforcements ~ If you lost and the winner scores 300+ more than you.
Army of the dead: During the next battle, each time you would return up to two horde tokens to the map, you may return them to the map in any square within 5 squares of any starting area, instead of your starting area.
anW-7 U Flash
Team: No Affiliation
Range: 8
Points: 138
Keywords: Central City, White Lantern Corps
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(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
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(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
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(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.
anW-1 U Ice
Team: No Affiliation
Range: 8
Points: 94
Keywords: Justice League International, White Lantern Corps
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(Attack) White Freeze: Ice can use Incapacitate. When she does, after actions resolve, you may roll a 1d6. On a result of 5 or 6, heal her of 1 damage.
(Defense) LIVE!: Ice 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.
Stunning Blow
Prerequisites: Incapacitate
Choose a character.
When the character makes a successful attack using Incapacitate, in addition to the normal effect of Incapacitate the character may deal damage equal to its unmodified damage value. The attacker may choose how to divide damage dealt among the successfully hit targets.
anW-5 U Animal Man
Team: No Affiliation
Range: 8
Points: 83
Keywords: Animal, White Lantern Corps
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(Speed) Connected to All Life Now: At the beginning of your turn, you may choose a standard power and/or combat ability possessed by a single friendly character within 8 squares and with a lower point value. Animal Man can use that power and/or that ability until the beginning of your next turn if he can't already.
(Defense) LIVE!: Animal Man 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 Senses: Animal Man can use Super Senses. When he rolls a d6 for Super Senses, on a result of 5 or 6, heal him of 1 damage after actions resolve.
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.
Nanobots
Prerequisites: Damage value of 2 or less
Choose a character.
When this character is the only character adjacent to an object not being carried by a character, give the character a free action and remove the object from the game. Heal the character of 2 damage.
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: 595
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.
d10a024 U Superman
Team: No Affiliation
Range: 7
Points: 170
Keywords: Black Lantern Corps, Monster
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(Special) Empowered By Despair: Whenever an opposing character rolls a 1 or 2 for a Leadership roll, you may heal Superman 1 damage.
(Defense) You Fight Me as if I Live: Superman can use Regeneration and Toughness. This power can't be countered.
Automatic Regeneration
Prerequisites: Regeneration
Choose a character.
Once, at the beginning of your turn, this character uses Regeneration as a free action.
Black Lantern Corps
When a character using this team ability uses Regeneration, its minimum result is 1. Uncopyable
d10a023 U Batman
Team: No Affiliation
Range: 3
Points: 89
Keywords: Black Lantern Corps, Monster
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(Special) Empowered by Deception: When an opposing character within 4 squares rolls a 1 or 2 for a Shape Change roll, you may heal Batman of 1 damage.
(Speed) RISE: Batman can use Stealth and Leap/Climb.
(Attack) Rain of Black Rings: Batman can use Pulse Wave as if he had a range value of 8. When he does, friendly characters that share a keyword with Batman reduce damage dealt to them to 0.
Black Lantern Corps
When a character using this team ability uses Regeneration, its minimum result is 1. Uncopyable
d10a022 U Wonder Woman
Team: No Affiliation
Range: 0
Points: 138
Keywords: Black Lantern Corps, Monster
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(Special) Empowered By Battle: Whenever an opposing character within 4 squares rolls a 1 or 2 for a Super Senses roll, you may heal Wonder Woman 1 damage.
(Speed) Black Lasso: Wonder Woman can use Incapacitate as if she had a range value of 6. When she does, instead of giving a hit target an action token, you may place that character adjacent to Wonder Woman and may make a close combat attack as a free action targeting the placed character.
Black Lantern Corps
When a character using this team ability uses Regeneration, its minimum result is 1. Uncopyable
bb057 U Martian Manhunter
Team: No Affiliation
Range: 8
Points: 187
Keywords: Black Lantern Corps
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(Special) Power Levels Rising: Whenever an opposing character is KO'd within 4 squares of Martian Manhunter, you may heal Martian Manhunter of 1 damage.
(Speed) Decaying Embrace : Martian Manhunter can use Plasticity and Phasing/Teleport. Whenever an adjacent opposing character fails a break away roll, deal that character 1 damage after the action is resolved.
Black Lantern Corps
When a character using this team ability uses Regeneration, its minimum result is 1. Uncopyable
Black Lantern
Light: Continual. During your turn, whenever an opposing character within 4 squares of this object is KOd, you may heal 1 damage on a single friendly character within 4 squares of this object.
Hey man, everything looks good, but one of your Light objects needs to be a Heavy Object. Your allowed to place 1 Heavy, 1 Light and 1 Special or another HO or LO of your choice. Your ring is a relic so it's an SO so your other 2 objects need to be an LO and a HO. My Lantern is listed as an LO so it takes my LO slot leaving me with the choice of another LO and a HO or 2 HOs, which is why I placed 2 HOs
Black Lanterns 1A
1) Superman grabs Batman and Brave New Worlds over to H4 via F6 to grab the HO. He sets the Dark Knight at I4 and ends at H4 himself.
2) Deadman attempts to pick up the White Ring...he gets a 5, and slips the ring next to his Lantern ring.
3) Animal Man uses TK to send Ice to J17.
4) Bart uses his TK to send Flash to G15.
5) Barry uses his Hypersonic Speed to zoom to G8 and makes a ranged attack against Martian Manhunter, 10 on 17...and it's a critical miss? Wha? Wow. Barry zooms back to G13, taking 1 click from his miss.
BoT) Deadman rolls for Leadership...gets a 5. One extra action this turn.
1) Deadman attempts to roll for break away...gets another 5. He escapes Superman's cold, dead grip and moves to F19.
2) Bart uses Hypersonic Speed to move to H16 and attack Superman, 10 on 18...gets an 8 exactly.
Pausing the turn.
Would you like to use your TTPC?
Batman first please, Wonder Woman if it still hits afterwards. No other TTPC this turn if Wonder Woman has to PC it. Otherwise TTPC by Wonder Woman on future hits on Supes this turn.
2) Bart re-rolls the attack (Batman's TTPC) on Superman, 10 on 18...it's a critical miss. Barry uses his TTPC to force another re-roll, 10 on 18...it's a 9. Wonder Woman forces another re-roll, so Barry attacks again, 10 on 18...it's an 8. Barry uses his Barrow Blade to make the damage penetrating, so he rolls a d6...it's a 6, so damage is penetrating. Superman takes 2 penetrating damage, and Barry finishes his movement at G17.
3) Ice shoots Superman, 9 on 18...gets a 7.
4) Animal Man flies to G18.
That's all I can do this turn.
The Lanterns will use their tokens if they get attacked.