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HOPEFULLY I can do better this time around. *glares at Spectre*
1) 234 CR059 The Spectre
2) 60 CR022 Dawnstar
294
cr059 U The Spectre
Team: Quintessence
Range: 10
Points: 234
Keywords: Detective, Herald, Justice Society, Mystical
10
11
18
5
10
11
19
4
10
10
18
4
8
10
17
4
8
10
17
3
8
10
16
3
9
9
16
3
9
9
15
3
10
9
15
3
10
9
15
3
KO
KO
KO
KO
KO
KO
KO
KO
(Speed) Ghostly Guardian: The Spectre can use Charge, Phasing/Teleport, and the Justice Society team ability.
(Damage) Vengeance: Give the Spectre a power action to make a close combat or ranged combat attack, replacing his damage value with the damage value of his target until the action is resolved; the attack is penetrating damage.
cr022 E Dawnstar
Team: Legion of Superheroes
Range: 0
Points: 60
Keywords: Future, Legion of Super Heroes, Teen
10
9
16
2
10
9
16
2
9
8
16
2
9
8
15
2
9
7
15
1
8
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
(Speed) Tracker: Dawnstar can use Hypersonic Speed, but only Option 1.
(Attack) Quarry: Before the beginning of the first turn, choose an opposing character; this character is Dawnstar's quarry. Modify by +1 the attack value of Dawnstar and all friendly characters when they are attacking the quarry.
"You're not alone, you know. What you were, and what you are to become, will always be with you."
cr003 R Wonder Girl
Team: Titans
Range: 0
Points: 60
Keywords: Amazon, Teen, Teen Titans
8
9
16
3
8
9
16
3
8
9
16
3
7
8
16
2
7
7
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
KO
KO
KO
KO
(Damage) Lasso: Wonder Girl can use Incapacitate as if she had a range value of 6. If she successfully hits a target with a ranged combat attack when using Incapacitate, after resolving the action you can put the target in an unoccupied square of clear terrain adjacent to and at the same elevation as Wonder Girl.
cr005 R Speedy
Team: Titans
Range: 8
Points: 45
Keywords: Star City, Teen, Teen Titans
8
9
16
2
8
8
16
2
7
8
15
2
7
8
15
1
7
8
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) Brave Bow's Apprentice: When Speedy makes a ranged combat attack, modify his attack value by +1.
(Damage) Trick Arrows: Give Speedy a ranged combat action; Speedy can remove from the game up to three hindering terrain markers, or barrier terrain markers (removing makers one at a time) to which he has a clear line of fire at the time the marker is removed, after which he can make a ranged combat attack.
cr008 E Mercury
Team: No Affiliation
Range: 0
Points: 25
Keywords: Metal Men, Robot
8
9
16
2
8
9
16
2
8
8
15
1
7
8
15
1
7
9
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
cr009 E Gold
Team: No Affiliation
Range: 8
Points: 60
Keywords: Metal Men, Robot
8
10
17
3
7
9
16
2
7
9
16
2
6
9
15
2
6
9
14
2
6
9
14
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) Golden Lasso: Gold can use Incapacitate, but only as part of a ranged combat action (as if he had a range of 6).
(Defense) I can be hammered into a sheet four millionths of an inch thick: When Gold is dealt damage by a close combat attack, he can use Invulnerability. When Gold can't use Invulnerability, he can use Toughness.
cr026 V Green Arrow
Team: No Affiliation
Range: 10
Points: 104
Keywords: Justice League of America, Justice League Elite, Martial Artist, Politician, Star City
7
10
17
2
8
10
17
2
8
10
16
2
8
9
16
2
6
9
16
2
6
8
17
2
6
8
18
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
(Speed) Rooftop Archer: Green Arrow can use Leap/Climb and Running Shot.
(Attack) Emerald Archer: When Green Arrow makes a ranged combat attack, modify his attack value by +2.
(Defense) Arrow Down the Gun Barrel: Green Arrow can use Incapacitate. When a character marked with one or more action tokens chooses Green Arrow as the target of a ranged attack, Green Arrow can use Shape Change.
(Damage) Hail of Arrows: Give Green Arrow a ranged combat action to make a ranged combat attack targeting more then one opposing character. Increase the total damage dealt by 1 for each target successfully hit by the attack (total damage is still divided normally among successfully hit targets).
"You're not alone, you know. What you were, and what you are to become, will always be with you."
1) Spectre flies to F11, picking up the HO along the way.
2) Dawnstar flies to F12.
Dawnstar copies Spectre's defense value through the JSA team ability.
Mike's Teen Metal Archers:
1) R Wonder Girl 60 J7@
2) R Speedy 45 H4
3) E Mercury 25 L10@
4) E Gold 60 L9@
5) V Green Arrow 104 J8 (Quarry)
==> 294 points
Not 100% sure but I don't think you can wildcard Justice Society as I just realized Spectre's ability is a "can use" and not a "possess". Will ask in the rules thread.
"I've died before. It was boring, so I stood up."
HFCL: Teen Titans | FLE: New Mutants | TAK: Excalibur
Sorry it took so long for me to follow up. Yeah, I was right. I will let you re-position Dawnstar if you'd like even though I already started my turn pre-realization.
"I've died before. It was boring, so I stood up."
HFCL: Teen Titans | FLE: New Mutants | TAK: Excalibur
Gold) Leadership roll was: 6. Clearing a token off of Mercury.
1) GREEN ARROW RCEs [DMG+2] DAWNSTAR. 10[+2 EA] on a 16[+1 HT]. 5+ for 4. Roll was: 1 + 4 = 5. Hits for 4.
2) MERCURY LEAPS to E10.
CLEARING.
-----
Mike's Teen Metal Archers:
1) R Wonder Girl 60 J7
2) R Speedy 45 H4
3) E Mercury 25 E10@
4) E Gold 60 L9
5) V Green Arrow 104 J8@ (Quarry)
==> 294 points