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wxm009 V Longshot
Team: No Affiliation
Range: 5
Points: 75
Keywords: Celebrity, Excalibur, Exiles, Martial Artist, Mojoverse, X-Factor, X-Men
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(Special) Luckiest 'Man' Alive: All of Longshot's hits are critical hits. If Longshot rolls 12, the attack can't be evaded, damage dealt is increased by an additional 1 and damage can't be reduced below 3.
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.
10 Points
wxm010 V Shatterstar
Team: No Affiliation
Range: 0
Points: 73
Keywords: Future, Mojoverse, New Mutants, Warrior, X-Factor, X-Force
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(Special) X Portal: Once per game, give Shatterstar a power action. Place Shatterstar and an adjacent friendly character of a lower point value in any adjacent squares on the map. The placed character may not be given a non-free action until your next turn.
(Attack) Two Twin-Blades: Shatterstar can use Blades/Claws/Fangs and Flurry.
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.
10 Points
sn050 E Multiple Man
Team: X-Men
Range: 0
Points: 32
Keywords: Mutant, X-Factor
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.
Alright lets get this battle started. I want a clean fight so a few ground rules first
1.) No hitting below the belt (Crit hits)
2.) No banana peels on the battle field please (crit misses)
3.) On my turns the map will always be more accurate than than recap. I don't often FUBAR the recap but when I do the map is always correct.
4.) I suck on the new rules, please exploit this
5.) I am in this for fun, Please exploit this as well
Now LETS GET READY TO RRRUMMMBLLLLEEEEEE!!!!
1A
Free reed will perplex +2 Things defense
1.) Prodigy Grabs thing and moves to J19 drops thing at K18
Prodigy Grabs a HO on the way
Prodigy says "Evil's afoot! lets go Benjamin!"
Thing yells "Get your mits off me you golden yahoo"
2.) Sue Grabs Gee and move to I18 Dropping gee at J18
Sue Says "I promised your parents I'd keep you safe"
3.) Reed will move to K20
Reed mutters some Techno Babble.
Theme PC
Gee will Reroll any attack he can see that is succesfull unless he is the target
any other attack that Gee can't see and another figure can case by case for now
1) Longshot uses Running Shot (UltraLO doesn't count as Hindering Terrain) to G13, shooting at Thing, Gee, and Sue
-11 vs 15 (Gee), 18 (Sue) and [18+2ppx+HT] 21 (Thing) - a (4,3) 7 would currently hit Gee and Sue with non-injury critical hits, and miss Ben