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Loyalty:
After forces are placed in their starting areas but before the first player's first turn, each wild card must choose a team ability that can be copied by wild cards and is possessed by a friendly character. The wild card possesses the chose team ability until the end of the game and can't use any other team ability.
here are my dials, I will set up first, and you can take the first turn after you set up.
Good luck!
dials
ha059 U Volstagg
Team: No Affiliation
Range: 0
Points: 103
Keywords: Asgardian, Warrior, Warriors Three
8
11
18
4
7
11
18
4
7
10
18
4
7
10
17
3
7
9
17
3
7
9
17
3
6
9
16
3
6
10
16
4
6
11
16
4
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
(Special) Warriors Three: Volstagg gets +1 to his attack value for each other friendly character on the map that has the Warriors Three keyword.
(Speed) Volstagg the Enormous: Volstagg can't be knocked back. Opposing characters adjacent to Volstagg get -1 to their break away roll results.
ha018 U Fandral
Team: No Affiliation
Range: 0
Points: 101
Keywords: Asgardian, Warrior, Warriors Three
9
11
18
3
9
10
17
3
8
10
17
3
8
9
17
2
8
9
16
2
8
10
16
2
7
10
16
3
7
11
15
3
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
(Special) Warriors Three: Fandral modifies his attack value by +1 for each other friendly character on the map that has the Warriors Three keyword.
(Speed) Fandral the Dashing: Fandral can use Flurry and Leap/Climb.
ha033 E Sif
Team: No Affiliation
Range: 0
Points: 93
Keywords: Asgardian, Deity, Warrior
8
11
17
3
8
10
17
3
8
10
17
3
7
9
16
2
7
8
16
2
7
9
16
2
7
10
16
3
6
11
16
3
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
(Speed) Odin's Enchantment: Sif can use Phasing/Teleport. If she does, she can use the Carry ability. Sif's speed value is not modified by the Carry ability.
ha012 R Valkyrie
Team: No Affiliation
Range: 4
Points: 38
Keywords: Asgardian, Warrior
7
10
17
3
7
9
16
2
6
10
15
2
6
10
14
3
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
KO
KO
KO
KO
(Damage) Minion: Today Is Not That Day: When a friendly character with both the Asgardian and Deity keywords is within 8 squares, Valkyrie can use Support, and can use the Carry ability, but only to carry friendly characters that have the Asgardian keyword.
ha014 R Asgardian Warrior
Team: No Affiliation
Range: 0
Points: 37
Keywords: Asgardian, Warrior
8
10
17
3
7
9
16
2
6
10
16
2
6
11
15
3
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
KO
KO
KO
KO
(Damage) Minion: For Asgard!: When a friendly character with both the Asgardian and Deity keywords is within 8 squares, Asgardian Warrior can use Charge and modifies his attack value by +1.
Asgardian
Keywords: Asgardian
A character using this team ability can't have its Willpower or Indomitable countered. A character using this team ability can use Willpower on its first click.
5 Points
"A black astronaut, Cyril! That’s like killing a unicorn!” - Archer
HCFL: Dark Knights/Infinity Watch
Loyalty:
After forces are placed in their starting areas but before the first player's first turn, each wild card must choose a team ability that can be copied by wild cards and is possessed by a friendly character. The wild card possesses the chose team ability until the end of the game and can't use any other team ability.
dkr201 Batman
Team: Batman Ally
Range: 4
Points: 75
Keywords: Detective, Gotham City, Martial Artist
8
12
16
2
8
11
17
2
8
10
17
2
8
10
17
2
7
9
16
2
7
9
17
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
(Special) On His Own: Batman's combat values can't be modified by other friendly characters.
(Speed) On the Run: Batman can use Charge and Leap/Climb. When he uses Charge, he can use Plasticity and he can use Charge normally, or, he can be given a close combat action as a free action and then move.
aa004 R The Question
Team: No Affiliation
Range: 6
Points: 37
Keywords: Detective, Gotham City, Martial Artist
8
10
17
2
8
9
17
1
8
8
16
1
8
8
16
1
7
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
KO
KO
KO
KO
(Damage) Ask The Question: Once during your turn, the Question can use Outwit or Perplex. When the Question uses Perplex, she can modify the combat values of only opposing characters.
(Attack) Red Aura: Halo can use Energy Explosion; when she does, if the attack roll is doubles, hit characters are given an action token.
bm045 V Black Lightning
Team: Outsiders
Range: 8
Points: 87
Keywords: Justice League, Metropolis, Outsiders, Politician
8
10
17
3
8
10
17
3
7
10
16
2
7
9
16
2
6
9
16
2
6
8
17
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) Chain Lightning: Black Lightning can use Energy Explosion, Incapacitate, and Penetrating/Psychic Blast. When he uses Incapacitate, he can use the sharpshooter ability and has "3 targets".
jl52019 U John Constantine
Team: Mystics
Range: 0
Points: 59
Keywords: Justice League, Mystical
7
9
16
2
7
9
15
1
6
8
15
1
6
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
KO
KO
KO
KO
KO
KO
KO
KO
(Special) Riding the Synchronicity Highway: John Constantine is a wild card.
(Attack) Mystical Wards: Other characters can't use Probability Control.
(Damage) Sheer Cunning: John Constantine can use Outwit and Perplex.
Season 1 SuperHero Bowl Champion of the Heroclix Fantasy League
Loyalty:
After forces are placed in their starting areas but before the first player's first turn, each wild card must choose a team ability that can be copied by wild cards and is possessed by a friendly character. The wild card possesses the chose team ability until the end of the game and can't use any other team ability.
Loyalty:
After forces are placed in their starting areas but before the first player's first turn, each wild card must choose a team ability that can be copied by wild cards and is possessed by a friendly character. The wild card possesses the chose team ability until the end of the game and can't use any other team ability.
Loyalty:
After forces are placed in their starting areas but before the first player's first turn, each wild card must choose a team ability that can be copied by wild cards and is possessed by a friendly character. The wild card possesses the chose team ability until the end of the game and can't use any other team ability.
Loyalty:
After forces are placed in their starting areas but before the first player's first turn, each wild card must choose a team ability that can be copied by wild cards and is possessed by a friendly character. The wild card possesses the chose team ability until the end of the game and can't use any other team ability
Loyalty:
After forces are placed in their starting areas but before the first player's first turn, each wild card must choose a team ability that can be copied by wild cards and is possessed by a friendly character. The wild card possesses the chose team ability until the end of the game and can't use any other team ability
1) Batman will L/C M-13
2) Constantine moves to N-9 copies Batman TA
free) Question will outwit Impervious on Volstagg
3) Black Lightning will swing on Volstagg 10 vs 18 rolls a 4 miss
4) Halo Running Shot to D-4 targets Volstagg and Sif 9 vs 18,17 rolls a 6 miss
BiggNateDogg's Warriors Three
1) U Volstagg 103 pts (9/9) G-8
+ Asgardian ATA 5 pts
2) U Fandral 101 pts (8/8) L-14@@
+ Asgardian ATA 5 pts
3) E Sif 93 pts (8/8) H-9@@ (w/tombstone)
+ Asgardian ATA 5 pts
4) R Valkyrie 38 pts (4/4) L-13@@
+ Asgardian ATA 5 pts
5) R Asgardian Warrior 37 pts (4/4) K-13@
+ Asgardian ATA 5 pts
Loyalty:
After forces are placed in their starting areas but before the first player's first turn, each wild card must choose a team ability that can be copied by wild cards and is possessed by a friendly character. The wild card possesses the chose team ability until the end of the game and can't use any other team ability