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------------------------------------------------------------------------------------------ Stark Industries:
SO: Uru Forge 10pt
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.
SO: Angrir's Hammer 8pt
Relic 5-6
This character can use Charge, Regeneration, Steal Energy, and Toughness. This character modifies its attack value by +2.
1.) im3016 R War Machine
Team: Avengers Initiative
Range: 7
Points: 220
Keywords: Armor, Soldier
12
11
17
4
11
11
17
4
10
10
16
3
10
11
17
4
9
9
16
4
9
10
17
3
9
9
17
3
8
9
16
2
KO
KO
KO
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KO
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(Special) Wanna Be The War Machine?: At the beginning of your turn choose one of the following that you did not choose last turn: Energy Explosion, Penetrating/Psychic Blast or Ranged Combat Expert. War Machine can use that power until your next turn.
(Attack) Advanced Targeting and Smart Ordinance: War Machine can use the Duo Attack ability. When he does and the attack roll is doubles, damage dealt is penetrating damage.
(Damage) Trajectory Tracking: War Machine can use Probability Control, but only for his own attack rolls during a ranged combat attack.
2.) pr002e E Striker Eureka
Team: Pan Pacific Defense Corps
Range: 6
Points: 175
Keywords: Armor, Jaeger, Pan Pacific Defense Corps, Robot, Soldier
11
11
18
4
11
11
17
4
10
10
17
3
10
10
17
3
9
10
16
3
9
10
16
3
KO
KO
KO
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(Defense) Record-Breaker: Striker Eureaka can use Impervious, but reduces damage to 0 on a result of 4 - 6.
(Damage) Six-Shooter Attack: Give Striker Eureka a ranged combat action. After the ranged combat attack resolves, it may make a second ranged combat attack as a free action.
3.) im3001r R Iron Man Mk 7
Team: No Affiliation
Range: 8
Points: 75
Keywords: Armor, Avengers, Celebrity
8
9
17
4
8
9
16
3
8
10
16
3
8
11
16
4
KO
KO
KO
KO
KO
KO
KO
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KO
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KO
KO
KO
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KO
KO
KO
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(Special) Upgraded Armor: Modify Iron Man Mk 7's speed and attack values by +1.
(Speed) Aerial Assault: Iron Man Mk 7 can use the Move and Attack ability.
4.) fi301 U Splitlip
Team: No Affiliation
Range: 0
Points: 20
Keywords: Armor, Asgardian, Stark Industries
7
9
16
1
7
8
15
1
6
7
14
1
KO
KO
KO
KO
KO
KO
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(Attack) I'll forge your weapon, You $#@*&%: Friendly characters can use free actions instead of power actions to make a relic roll and modify their roll by +1 if not already modified by this effect.
SO: Crimson Gem of Cyttorak 5pt
This object can't be destroyed.
Once per game per character, give a character occupying this square a power action and roll a d6 that can't be rerolled. On a 5 or 6, place this object on that character's card. Modify that character's damage value by +1 and that character can use Charge, Super Strength, and Toughness. (Characters can't use more than 1 damage reduction power.) When that character is defeated, place this object in the square they last occupied. At the end of the game, if an opponent's character has this object on their card or all of your characters have been defeated, your opponent scores this object.
1.) wxm056 V Exodus
Team: No Affiliation
Range: 7
Points: 191
Keywords: Acolytes, Brotherhood of Mutants, Marauders, Past, Warrior
10
11
18
5
10
10
17
4
9
10
17
3
9
10
17
4
13
11
17
3
13
10
16
3
9
10
17
4
9
9
18
3
8
9
16
2
KO
KO
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(Special) TK Levitation: When other friendly characters within line of fire are given a move action, they can use the Flight ability.
(Attack) Psychic Domination: Exodus can use Penetrating/Psychic Blast and Telekinesis. If he hits an opposing character with one of them, he may use the other as a free action after actions resolve.
(Defense) Crushing Force Fields: Exodus can use Energy Shield/Deflection and Toughness. When an adjacent opposing character hits Exodus with an attack, deal that character 1 unavoidable damage after actions resolve.
(Damage) Magneto's Acolyte: Exodus can use Leadership. Friendly characters named Magneto can use Leadership.
2.) wxm031 V Gambit
Team: X-Men
Range: 6
Points: 118
Keywords: Horsemen of Apocalypse, Marauders, Spy, X-Men
9
11
17
3
9
11
17
3
8
10
16
2
8
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16
2
8
10
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3
7
10
16
2
7
9
15
3
KO
KO
KO
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KO
KO
KO
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(Improved) Always a Way In: Improved Movement: Ignores Hindering Terrain
(Special) The Best Thief in the Big Easy: At the beginning of the game, after objects are placed, you may replace any object 5 points or less with a standard light object from outside the game.
(Special) Bio-Kinetic Charging: Gambit can use Super Strength, but he can't pick up or hold heavy objects. When he throws an object, modify his attack value by +2 and increase the damage dealt by 2.
(Speed) Sneak Thief: Gambit can use Leap/Climb. When your opponent has more than one action remaining in his action pool, Gambit can use Stealth.
(Feat) Recharge: Prerequisites: Energy Explosion
Choose a character. Whenever a total of 2 or more damage is taken by opposing characters while this character is using Energy Explosion, heal this character of 1 damage after actions resolve.
3.) dofp018 R Mystique
Team: Brotherhood of Mutants
Range: 6
Points: 82
Keywords: Brotherhood of Mutants, Freedom Force, Spy
7
10
16
3
7
10
16
2
6
10
17
2
6
9
16
2
6
9
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3
5
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2
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(Special) Shape Shifter: Mystique can use Shape Change. When she does and the result is 6, opposing characters can't attack her this turn.
(Defense) Leader of the Brotherhood: Mystique can use Mastermind and Toughness. She may transfer damage to a friendly character with a higher point value that shares a keyword with her and when she does, that character ignores 1 of the damage dealt after damage is reduced.
(Damage) Magneto Taught Me Well: Mystique can use Leadership and Perplex.
5.) mm013 R Vertigo
Team: No Affiliation
Range: 6
Points: 45
Keywords: Marauders, Psychic
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9
14
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6
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14
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5
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14
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5
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13
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Last edited by msthomps1; 03/19/2014 at 13:45..
FLE's Stark Industries -Movie-
HCFL's Thunderbolts: Marvel's Most Wanted!
RPSC's M: Astonishing X-Men
DC: Deathstroke and the Secret Society of Superheroes
FLE's Stark Industries -Movie-
HCFL's Thunderbolts: Marvel's Most Wanted!
RPSC's M: Astonishing X-Men
DC: Deathstroke and the Secret Society of Superheroes
FLE's Stark Industries -Movie-
HCFL's Thunderbolts: Marvel's Most Wanted!
RPSC's M: Astonishing X-Men
DC: Deathstroke and the Secret Society of Superheroes
For clarification, are we using new or old rules for relics in this match?
FLE's Stark Industries -Movie-
HCFL's Thunderbolts: Marvel's Most Wanted!
RPSC's M: Astonishing X-Men
DC: Deathstroke and the Secret Society of Superheroes
For clarification, are we using new or old rules for relics in this match?
as far as i know, new rules don't kick in until round 8. thx for putting up my dials bud.
oh also, one of your objects has to come off, cause your SO counts as one of your three allotted. i thnk you can go HO/LO/SO, so one of your HOs needs to come off.
it doesn't affect my turn other than the fact that whichever HO remains on the field, Gambit will immediately swap it for LO, so you can just adjust on your turn.
No problem. I had an off day yesterday so I got a lot done lol
FLE's Stark Industries -Movie-
HCFL's Thunderbolts: Marvel's Most Wanted!
RPSC's M: Astonishing X-Men
DC: Deathstroke and the Secret Society of Superheroes
Stark Industries Turn 1B:
What did you mean on the objects that one was gone and one is a LO?
Actions:
Free: Beginning of the turn, War Machine will choose RCE for his power.
1.) Iron Man will fly to F22 and sit on the Uru Forge.
Free: Using Splitlip's ability, Iron Man will make a roll for the Forge as a free action gaining +1 to his roll. Needs a 2-6 for success, roll: 4, success. He will turn the forge into Angrir's hammer.
2.) Striker Eureka moves to D20 to hide in the bushes bahaha. 100ft robot hiding in the bushes...
3.) War Machine picks up Splitlip and flies to G7, Splitlip in F7
Stark Industries: (home)
1.) War Machine 220pt [G7] @
2.) Striker Eureka 175pt [D20] @
3.) Iron Man 75pt [F22] @
4.) Splitlip 20pt [F7] @
SO: Angrir's Hammer 8pt [F22]
HO: F21, H16 [one is gone and other is a LO]
LO: A24
Total: 500pt
vs.
Marauders:
1) V Exodus 191 pts (9/9) P-13 @
2) V (WxM) Gambit* 118 pts (7/7) P-14 (hindering/pseudo-stealth)
w/ Recharge 5 pts
3) R (DFP) Mystique 82 pts (6/6) W-13
4) R Polaris 50 pts (5/5) W-14 @
5) R Vertigo 45 pts (4/4) P-11 (hindering) @ [def +2]
Crimson Gem of Cyttorak: 5 pts
LO, HO
FLE's Stark Industries -Movie-
HCFL's Thunderbolts: Marvel's Most Wanted!
RPSC's M: Astonishing X-Men
DC: Deathstroke and the Secret Society of Superheroes
He means that you have one object too many on your force for starters.
You can only bring 1xHO, 1xLO and 1xAnything
Your selection was 2xHO, 1xLO and 1xIO (Immobile object, in this case, the Uru Forge)
So you've got one HO too many on your force, meaning that you'd have to remove one of them.
Then, after you've done that, *this* power triggers on Gambit:
"(Special) The Best Thief in the Big Easy: At the beginning of the game, after objects are placed, you may replace any object 5 points or less with a standard light object from outside the game."
Which Gambit uses to turn the HO you didn't remove into a LO. All clear?
Regards
Melkhor
From the ashes of Paragon City... it rises!
long story short, of the 2 HOs you placed, you need to chose one of them to disappear and one of them to transform into a LO. as it may affect my turn, I'll just wait until you decide. thanks.