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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.
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. 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.
(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.
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.
Avengers (Heroic Age)
When a character using this team ability is given a move action, after actions resolve roll a d6 that can't be rerolled. On a roll of 6, remove an action token from that character.
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.
wxm015 R Cyber
Team: No Affiliation
Range: 0
Points: 124
Keywords: Detective, Weapon X
8
11
17
3
7
10
16
3
7
9
16
3
6
11
16
2
6
10
16
2
6
10
17
2
5
9
17
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
(Attack) Hallucinogenic Claws: Cyber can use Blades/Claws/Fangs, but if he rolls a 5-6 for it, he instead deals 4 damage. Characters hit with Blades/Claws/Fangs modify their attack value by -2 until your next turn.
(Defense) Adamantium Skin: Cyber can use Invulnerability. If he would take more than 2 damage from a single attack, he instead takes 2 damage.
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.
bm052 V Booster Gold
Team: Justice League
Range: 7
Points: 98
Keywords: Celebrity, Future, Justice League International
10
10
17
3
10
10
17
3
8
9
17
3
8
9
16
2
8
9
16
2
7
8
16
2
7
8
15
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
(Attack) Skeets: Booster Gold has "Duo Attack Symbol".
(Damage) The Advantage of Time Travel: Booster Gold can use Probability Control. When he uses it for his own attack roll, he may use it again as long as the rerolled value is higher than the previous ignored value.
Sidestep:
Prerequisites:
Choose a character.
When using the Duo Attack special ability, before making the second attack the character can attempt to move up to 4 squares (it must still successfully break away, if necessary). If it moves, it must be able to attempt the second attack after the move.
slosh026 V Mister Miracle
Team: No Affiliation
Range: 5
Points: 127
Keywords: Apokolips, Celebrity, Justice League, Justice League International, New Gods
10
10
17
3
10
10
18
2
10
9
18
2
9
9
17
3
9
9
18
2
9
8
17
2
9
8
17
3
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
(Improved) You Can't Keep Me Here: Improved Movement: Ignores Elevated Terrain, Ignores Blocking Terrain, Ignores Characters
(Special) Greatest Escape Artist of Three Worlds: When Mister Miracle would be hit by an attack, if you give him an action token he evades the attack instead.
(Damage) Freethinker of Apokolips: Mister Miracle can use Outwit and Shape Change. Mister Miracle can use Empower, but only to modify the damage value of a friendly character named Big Barda.
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.
d10a003 R John Jones
Team: Police
Range: 6
Points: 90
Keywords: Detective, Justice League, Justice League International, Police
10
11
16
3
8
10
17
3
8
10
17
3
8
9
16
3
7
9
16
3
7
10
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
(Special) Battlefield Promotion: Martian Manhunter: When John Jones hits one or more opposing characters, after actions resolve, place a Promotion Token on his character card. You may then roll a d6 that can't be rerolled and add 1 for each Promotion Token on his character card; on a result of 8 or higher, replace this character with D10A #019 Martian Manhunter a number of clicks from its blue starting line equal to the number of clicks this character is from its starting line. On a result of 10 or higher, replace this character on the same click number.
sog003 E Black Canary
Team: Batman Ally
Range: 3
Points: 62
Keywords: Birds of Prey, Justice League, Justice League International, Martial Artist
7
10
17
3
7
11
16
2
7
10
18
2
7
10
17
2
6
9
16
1
6
9
16
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
(Improved) Hard To Pin Down: Improved Movement: Ignores Characters
(Attack) Canary Cry: Black Canary can use Incapacitate. When she uses it to make a close combat attack, modify her attack value by +2 and all adjacent opposing characters are targeted.
bm001 Batman
Team: Batman Ally
Range: 6
Points: 200
Keywords: Batman Family, Gotham City, Justice League, Justice League International, Outsiders
(Special) Team Leader: At the beginning of the game, choose a keyword Batman possesses. All friendly characters with that keyword and a lower point value can use the Batman Ally team ability while Batman is on the map.
(Attack) I Will Not Fail Gotham: When Batman is marked with one action token, modify his attack value by +1.
BoT) Booster rolls for Leadership...wow, he's a smooth operator, getting a 6! He takes a token off of John.
1) Mr. Miracle outwits Wolverine's Willpower and uses Incap, targeting Wolverine and X-23, 10 on 17 and 18...he gets a 4, and he takes 1 for pushing.
2) John Jones will attempt to shoot Sabretooth, 11 on 18...gets a 6. Yeesh. John perplexes up Booster's damage by 1.
3) Booster will try to shoot Sabretooth with Skeets using Duo Attack, with John knocking Sabretooth's defense down to 16 from the Police TA. The new Duo Attack rules state that Booster can make 2 attacks (close and/or ranged) as free actions, with no modifiers for the second attack. 10 on 17 (+1 from the object), first attack...gets a 6. Nothing. Second attack, 10 on 17...wow, that's terrible. 4. Booster takes 1 for pushing.
4) Batman flings a batarang at EVA, 12 on 18...gets an 8. EVA rolls for Super Senses...5. Nothing happens. Batman perplexes up John's defense by 1.
1) Black Canary uses her Canary Cry to try to incap Cyber, so it's a 12 on 17...gets two 6s for a 12. Cyber is given an action token and takes 1 from being pushed.
2) Batman perplexes up his attack by 1 and attacks Sabretooth, 12 on 19...gets a 10. Sabretooth rolls for Super Senses...gets a 3. Sabretooth takes 2, and Batman takes 1 for pushing.
3) John perplexes up his damage and attempts to shoot Sabretooth, 11 on 15...it's a 3. Booster uses Prob Control, so John rolls again...gets a 9. Sabretooth takes 4 and John takes 1 for pushing. John also gets a promotion token.
Booster and Miracle clear. Miracle will also outwit EVA's outwit, if possible.
1) Booster will attack Aurora with Flurry, 9 on 17...he gets a 4. He'll use Prob control to roll again...gets an 8. X-23 uses TTPC to force a re-roll, so Booster attacks again...gets a 3. Second attack, 9 on 17...gets an 8. Aurora takes 1 after Toughness, and X-23 takes 1 for pushing. (I don't think I could use his special because I already used Prob Control for the first attack.)
2) Mister Miracle outwits X-23's Super Senses and makes an attack, 10 on 15...gets a 6. X-23 takes 2.
3) Black Canary tries to attack Cyber, 10 on 16...misses with a 5. She takes 1 for pushing.
Batman clears, and outwits EVA's outwit.
cy0nknight's Justice League International
1) BM052 Booster Gold 98 (5/7) @ L15
w/ Sidestep 10
2) SLOSH026 Mister Miracle 127 (2/7) @ H15
w/ Outsmart 10
3) D10A003 John Jones 90 (7/6) KO
4) SOG003 Black Canary 62 (2/6) @@ G15
5) BM001 Batman 200 (6/10) N14