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(Special) Defenders Undersea: Characters possessing the Defenders keyword or team ability who begin an action adjacent to Namor can use the Swim ability that action.
(Damage) Imperius Rex: Namor can use Leadership. Opposing characters subtract 1 from their Leadership rolls.
av105 E Sentinel of the Skyways
Team: Defenders
Range: 8
Points: 120
Keywords: Defenders, Herald
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m10a002 E Hulk
Team: Avengers
Range: 0
Points: 87
Keywords: Avengers, Brute, Monster, Scientist
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(Special) Battlefield Promotion: Worldbreaker: When Hulk 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 M10A #013 Worldbreaker a number of clicks from its blue starting line equal to the number of clicks this character is from its starting line. If the d6 roll was a 6 and Hulk has 6 or more Promotion Tokens replace this character on the same click number.
ic125 E Dr. Strange
Team: Defenders
Range: 10
Points: 71
Archenemy: Nightmare (Pink)
Keywords: Defenders, Illuminati, Mystical, Nightstalkers
The Defenders
1) Namor 120pts [1/8] W14
2) Silver Surfer 120pts [1/8] W15
3) The Hulk 87pts [1/8] W16
4) Dr Strange 71pts [1/7] W17
Total 398pts
1 UHO
1 HO
1 LO
Theme PC 4/4
Fantastic Four "Future Foundation"
100 SI101 Mr. Fantastic *
* 5 AAF002 Lunge
80 CW102 Invisible Woman
100 SI104 The Thing
75 ASM050 Hornet
40 SI012 Gee
400
Poor Teamwork
Characters can't be carried. Characters that have Telekinesis can't target friendly characters with Telekinesis.
si101 V Mr. Fantastic
Team: Fantastic Four
Range: 6
Points: 100
Keywords: Fantastic Four, Illuminati, Scientist
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(Speed) Pliable: Mr. Fantastic can use Leap/Climb and Plasticity
(Defense) Ductile: Mr. Fantastic can use Super Senses and Barrier (as if he had a range of 0). When a Barrier terrain marker placed by Mr. Fantastic is destroyed, roll a d6; on a result of 1, deal 1 damage to Mr. Fantastic.
(Damage) Inventive Genius: Mr. Fantastic can use Perplex, but he can modify the target's combat values by +2 or -2 if he is targeting himself of another character with which he shares a keyword.
cw102 R Invisible Woman
Team: Fantastic Four
Range: 6
Points: 80
Keywords: Avengers, Fantastic Four, Lady Liberators
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(Special) The Peacemaker: When she's adjacent to exactly one friendly character and one opposing character, you may give Invisible Woman a free action to heal both characters 1 click.
si104 V The Thing
Team: Fantastic Four
Range: 0
Points: 100
Keywords: Brute, Fantastic Four, Soldier
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(Speed) It's Clobberin' Time: The Thing can use Quake. Give the Thing a power action; he can move up to his speed value and then as a free action either (1) use Quake or (2) make a close combat attack.
(Defense) Yancy Streeter: The Thing can use Toughness and Willpower.
(Damage) Yer Ever-Lovin' Pal: At the beginning of your turn, if the Thing is adjacent to one or more friendly characters that have one or more action tokens, roll a d6. On a result of 5 or 6, you can remove an action token from one adjacent friendly character, or two adjacent friendly characters if they and the Thing all possess a single common keyword.
si012 R Gee
Team: Fantastic Four
Range: 8
Points: 40
Keywords: Kid, New Warriors, Power Pack
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(Speed) Gravity Manipulation: Gee can use Force Blast. After the use of Force Blast is resolved (even if the Force Blast is ignored), Gee can use Incapacitate targeting the same target as a free action.
SPIDER-Mans Dials
asm201 R Spider-Man
Team: Spider-Man
Range: 4
Points: 75
Keywords: Avengers, Marvel Knights, Reporter, Spider-Man Family
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(Improved) Have No Fear, Spidey is Here!: Improved Movement: Ignores Elevated Terrain, Ignores Hindering Terrain, Ignores Characters
(Special) Morph: Identity Crisis: Give Spider-Man a move action or ranged combat action. After actions resolve, you may replace him with any other character with this trait on the same click number. If an opposing character took damage during that action, you may instead deal Spider-Man 1 unavoidable damage and replace him with a character with the Morph: Changing Frequencies trait on the same click.
(Attack) Web in the Eyes: When Spider-Man hits with a ranged combat attack, hit characters modify their attack value by -3 until your next turn.
asm050 R Hornet
Team: No Affiliation
Range: 6
Points: 75
Keywords: Armor, Scientist, Spider-Man Family
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(Special) Morph: Identity Crisis: Give Hornet a move action or ranged combat action. After actions resolve, you may replace him with any other character with this trait on the same click number. If an opposing character took damage during that action, you may instead deal Ricochet 1 unavoidable damage and then replace him with a character with the Morph: Changing Frequencies trait on the same click number.
(Special) Sedative Stingers: If an opposing character's printed defense value is lower than Hornet's printed defense value after that character takes damage from Hornet's ranged combat attack, give that character an action token.
(Defense) Cybernetic Carapace: Hornet can use Toughness and Super Senses.
(Damage) Gadgety Defender: Hornet can use Perplex. Once per turn when he uses Perplex, roll a d6. On a roll of 5-6, he may use Perplex again.
asm051 R Ricochet
Team: No Affiliation
Range: 5
Points: 75
Keywords: Reporter, Spider-Man Family
(Special) Morph: Identity Crisis: Give Ricochet a move action or ranged combat action. After actions resolve, you may replace him with any other character with this trait on the same click number. If an opposing character took damage during that action, you may instead deal Ricochet 1 unavoidable damage and then replace him with a character with the Morph: Changing Frequencies trait on the same click number.
(Special) Ricochet Discs: When Ricochet draws a line of fire for a ranged combat attack, you may choose an unoccupied square of clear terrain that is adjacent to blocking terrain within range and line of fire and then draw your line of fire and count your range as if Ricochet occupied the chosen square.
(Defense) Agile Acrobat: Ricochet can use Combat Reflexes and Super Senses.
(Damage) Smooth Talking Criminal: Ricochet can use Outwit. Once per turn when he uses Outwit, roll a d6. On a roll of 5-6, he may use Outwit again.
asm052 R Dusk
Team: No Affiliation
Range: 3
Points: 75
Keywords: Cosmic, Negative Zone, Spider-Man Family
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(Special) Morph: Identity Crisis: Give Dusk a move action or a ranged combat action. After actions resolve, you may replace him with any other character with this trait on the same clix number. If an opposing character took damage during that action, you may instead deal Dusk 1 unavoidable damage and then replace him with a character with the Morph: Changing Frequencies trait on the same clix number.
(Special) Shadowmeld: When Dusk occupies a square of hindering terrain, give him a free action and place him in another square of hindering terrain within 6 squares and line of fire. After actions resolve, a friendly character of equal or lesser points that was adjacent to Dusk when given the free action may be placed adjacent to Dusk but can't be given an action until your next turn.
(Defense) Stealthy Stalker: Dusk can use Regeneration, Stealth and Super Senses.
asm053 R Prodigy
Team: No Affiliation
Range: 4
Points: 75
Keywords: Armor, Spider-Man Family
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(Special) Morph: Identity Crisis: Give Prodigy a move action or a ranged combat action. After actions resolve, you may replace him with any other character with this trait on the same clix number. If an opposing character took damage during that action, you may instead deal Prodigy 1 unavoidable damage and then replace him whit a character with the Morph: Changing Frequencies trait on the same clix number.
(Special) Glimmering Guardian: Modify the defense value of adjacent friendly characters by +1 if they are equal to or less than Prodigy's point value and have not already been modified by this effect.
(Defense) Iron Idol: Prodigy can use Invulnerability and Super Senses.
The Defenders
1) Namor 120pts [1/8] W14
2) Silver Surfer 120pts [1/8] W15
3) The Hulk 87pts [1/8] W16
4) Dr Strange 71pts [1/7] W17
Total 398pts
1 UHO
1 HO
1 LO
Theme PC 4/4
I finally get Sue upgraded to TK and then I get poor team work. oh well
Turn 1
1.) Sue moves to G13
2.) Thing moves to G14 Grabbing the HO
3.) Reed moves to G15
4.) Hornet moves to E14 and Changes to Prodigy
Free Reef will Perplex his own defense +2
Theme PC will be case by case for the moment The Defenders
1) Namor 120pts [1/8] W14
2) Silver Surfer 120pts [1/8] W15
3) The Hulk 87pts [1/8] W16
4) Dr Strange 71pts [1/7] W17
Total 398pts
1 UHO
1 HO
1 LO
Theme PC 4/4
Yeah, this season has been difficult for The Defenders. 3 crit miss rolls for Namor last game. I had to PC the last 2 to avoid bench rolls. Lucky he had Regeneration. We also had the BFC where you can't replace combat values, so much for my Defenders TA.
Theme PC will be case by case for the moment
Defenders will always share the highest Defense.
The Defenders
1) Namor 120pts [1/8] O14 @
2) Silver Surfer 120pts [1/8] O15 @
3) The Hulk 87pts [1/8] R15 @
4) Dr Strange 71pts [1/7] Q15 @
Total 398pts
1 UHO
1 HO
1 LO
Theme PC 4/4
The Defenders
1) Namor 120pts [1/8] O14 @
2) Silver Surfer 120pts [1/8] O15 @
3) The Hulk 87pts [1/8] R15 @
4) Dr Strange 71pts [1/7] Q15 @
Total 398pts
1 UHO
1 HO
1 LO
Theme PC 4/4
The Defenders
1) Namor 120pts [1/8] O14
2) Silver Surfer 120pts [1/8] O15
3) The Hulk 87pts [1/8] P15 @@
4) Dr Strange 71pts [1/7] Q15
Total 398pts
1 UHO
1 HO
1 LO
Theme PC 4/4
1.) Gee will Attempt to TK The Silver Surfer
9 attack on a 19 defense
Roll 5,4=miss
Reroll Token to Sue
REroll 6,4=hit
Theme PC?
The Defenders
1) Namor 120pts [1/8] O14
2) Silver Surfer 120pts [1/8] O15
3) The Hulk 87pts [1/8] P15 @@
4) Dr Strange 71pts [1/7] Q15
Total 398pts
1 UHO
1 HO
1 LO
Theme PC 4/4