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BFC: HIGH GRAVITY Light objects are considered to be heavy objects, and heavy objects are considered to be immobile objects. If a character carries another character during an action, deal the carrying character 1 damage after the action resolves.
(Attack) Living Stellar Flame: Starfire can use Energy Explosion; when she does, damage dealt is penetrating.
un064 R Raven
Team: Titans
Range: 8
Points: 50
Keywords: Mystical, Teen, Teen Titans
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16
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ffjl001 E Cyborg
Team: No Affiliation
Range: 6
Points: 75
Keywords: Justice League, Metropolis, S.T.A.R. Labs
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BEAST BOY MORPH DIALS
bm019 R Beast Boy (Pterodactyl)
Team: No Affiliation
Range: 0
Points: 60
Keywords: Animal, Teen Titans
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(Special) Morph: Beast Boy: Give Beast Boy a move action that deals no pushing damage. After the action resolves, replace him with any character with this trait but a different collector number on the same click number.
(Special) The Logan Express: When Beast Boy uses the Carry ability, he can carry up to three characters if they all share a keyword with him.
bm005 R Beast Boy (Dolphin)
Team: No Affiliation
Range: 0
Points: 60
Keywords: Animal, Teen Titans
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(Special) Morph: Beast Boy: Give Beast Boy a move action that deals no pushing damage. After the action resolves, replace him with any character with this trait but a different collector number on the same click number.
(Attack) Grab My Fin!: When Beast Boy occupies water terrain and uses the Move and Attack ability, his attack value is not modified by -2 for the attack.
(Defense) The Flippers Aren't Just Cute, They're Quick!: Beast Boy can use Super Senses. When he occupies water terrain, he can also use Energy Shield/Deflection.
an015 R Beast Boy (Bear)
Team: No Affiliation
Range: 0
Points: 60
Keywords: Animal
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(Special) Morph: Beast Boy: Give Beast Boy a move action that deals no pushing damage. After the action resolves, replace him with any character with this trait on the same click number. Existing action tokens and action tokens for the action are applied to the replacement.
an016 R Beast Boy (Cheetah)
Team: No Affiliation
Range: 0
Points: 60
Keywords: Animal
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(Special) Morph: Beast Boy: Give Beast Boy a move action that deals no pushing damage. After the action resolves, replace him with any character with this trait on the same click number. Existing action tokens and action tokens for the action are applied to the replacement.
an055 R Beast Boy (T-Rex)
Team: No Affiliation
Range: 0
Points: 60
Keywords: Animal
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(Special) Morph: Beast Boy: Give Beast Boy a move action that deals no pushing damage. After the action resolves, replace him with any character with this trait on the same click number. Existing action tokens and action tokens for the action are applied to the replacement.
(Special) Tiny Little Arms: Beast Boy can't use the Carry ability.
(Damage) Chomp!: Give Beast Boy a close combat action. He can target up to three characters with a single close combat attack and divide the damage between each character hit. When he targets at least two characters in this way, he may reroll his attack roll once.
tt005b Beast Boy (In Gordanian Form)
Team: No Affiliation
Range: 0
Points: 60
Keywords: Cosmic, Teen Titans
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(Special) Morph: Beast Boy: Give Beast Boy a move or close combat action that deals no pushing damage. After the action resolves, replace him with any character with this trait on the same click number.
(Special) Back to Something Natural!: When Beast Boy uses the Morph Trait, he can choose a combat value. After he is replaced, the chosen combat value is modified by +1 until he uses Morph again.
(Speed) Infiltration: Beast Boy can use the Carry ability, but only to carry characters with the Teen Titans keyword. Lines of fire to Beast Boy are blocked unless a friendly character has taken damage from an attack this turn.
an014 V Beast Boy
Team: Titans|Outsiders
Range: 0
Points: 60
Keywords: Animal, Doom Patrol, Teen, Teen Titans, Titans
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(Special) Morph: Beast Boy: Give Beast Boy a move action that deals no pushing damage. After the action resolves, replace him with any character with this trait on the same click number. Existing action tokens and action tokens for the action are applied to the replacement.
tt038 E Changeling
Team: Titans
Range: 0
Points: 60
Keywords: Animal, Doom Patrol, Teen Titans
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(Special) Morph: Beast Boy: Give Changeling a move or close combat action that deals no pushing damage. After the action resolves, replace him with any character with this trait on the same click number.
(Damage) One Form to Another: Changeling can use Charge and Close Combat Expert. When he uses Charge he can use Improved Movement: Ignores Characters.
Krakoa
The orange squares are Krakoa nerve center squares. They act as blocking terrain but cant’ be destroyed. At the end of your turn, roll a d6.
On a result of 1-3, nothing happens.
On a result of 4, EARTHQUAKE! Each character is dealt 1 damage.
On a result of 5, SHIFTING FOLIAGE. Printed hindering terrain acts as blocking terrain instead until the beginning of your next turn. Characters occupying those squares take 1 unavoidable damage and are placed in their owner’s starting area.
On a result of 6, THE ISLAND AWAKES. The Krakoa nerve center in the orange squares makes an 8 range, 10 attack, 3 damage range combat attack against an opposing character of your choice. The line of fire for this attack ignores hindering terrain and elevation.
Matter-EaterLad Snack List: Time Gem, Remaker
Etrigan Prime Transformation List: Blackhawk Pilot, Per Degaton
ffdp001 E Deadpool
Team: No Affiliation
Range: 6
Points: 100
Keywords: Assassin, Deadpool Corps, Thunderbolts
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(Special-circle) Merc with a Mouth: Give Deadpool a free action and attach a Word Balloon to him, replacing any currently attached. Deadpool can use the associated effects.
(Special) Always a Volunteer, Wade: If Deadpool is further from your starting area than all other friendly characters, he can use Sidestep and Stealth.
(Special) You Want MY Autograph?: Deadpool is a wild card, but can only copy opposing teams abilities as if they were friendly.
cw039 E Hawkeye
Team: Spider-Man
Range: 9
Points: 98
Keywords: Avengers, Great Lakes Avengers, S.H.I.E.L.D., Thunderbolts
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(Speed) My Criminal Past: Hawkeye can use Running Shot and Stealth.
(Attack) Knockout Gas Arrow: Hawkeye can use Energy Explosion. When he does, after actions resolve give one action token to each character hit by the attack.
ca024 R Doorman
Team: No Affiliation
Range: 0
Points: 45
Keywords: Great Lakes Avengers
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(Special) Hop In!: Doorman can use the Carry ability.
(Attack) Doorway Through Me: Once during your turn, you may give Doorman a free action and choose a wall or square of blocking terrain adjacent to him. Until your next turn, characters can ignore that wall or square of blocking terrain for movement purposes.
cw012 E Dinah Soar
Team: No Affiliation
Range: 0
Points: 25
Keywords: Great Lakes Avengers, Monster
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(Damage) Her? Well, She Flies. And We Think It's a "Her": Dinah Soar may carry up to two characters if they both have the Avengers keyword, or three characters if they all have the Great Lakes Avengers keyword. Dinah Soar modifies her speed value by -1 for each character carried instead of the normal effects when using the Carry ability.
wxm021 R Flatman
Team: No Affiliation
Range: 0
Points: 28
Keywords: Great Lakes Avengers, Scientist
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(Special) I'll Just Slip Under This Door: Flatman ignores walls for movement purposes.
(Attack) Stretch Attack: Flatman can use the Giant Reach ability.
(Damage) The Smartest Man... In This Closet, At Least: Flatman can use Outwit, but may only target characters of 100 points or less.
"Noogie!"
Give this character a close combat action that deals no damage. Hit characters may only be given move actions during their next turn, and if they are adjacent to this character at the end of their turn they are dealt 1 penetrating damage.
"I'm Going to Lick Your Hand"
This character adds 1 to its breakaway rolls and ignores other characters' plasticity.
"4th Wall? What 4th Wall?"
This character can use Probability Control but only when targeted with an attack.
"This Besmirchment Will Not Stand"
When an opposing character uses Perplex to decrease any other friendly character's combat value, modify that same combat value by +1 on this character as long as that Perplex lasts.
"Broccoli! Why Can't it Be Meat?"
Opposing characters within 8 squares occupying hindering terrain cannot be healed.
"My Common Sense is Tingling"
This character can use Super Senses but only succeeds on a result of 6.
"I Never Miss With The Sheep Gun"
Give this character a power action and place a Sheep token as described on this card adjacent to an opposing character within range and line of fire. The token becomes a bystander on your force.
"Hammer Time!"
This character can use Energy Explosion, Quake, Flight, and modifies its attack value by +1. When this character misses with an attack, remove this from the game and Word Balloons with this name can't be attached to friendly characters for the rest of the game.
"That Was Cool and Explody"
When this character makes a ranged combat attack and the attack total is at least 3 greater than the target's defense value, give opposing characters adjacent to the target an action token.
"Single File, Its Polka Time!"
When this character targets a character with a ranged combat attack along a direct line of fire it may also target every other opposing character within range that's along that direct line of fire, and divide the damage among all hit targets.
"Quick, Shield Me With Your Bodies"
Modify this character's defense value by +1 when adjacent to a friendly character that is 50 points or more.
"..."
This character is a wild card.
NO SANTA LEFT BEHIND
Not Just Another Empty Political Slogan
Hawkeye and Deadpool will copy Bat TA unless otherwise stated
TTPC CBC
Krakoa
At the end of your turn, roll a d6.
1-3, nothing happens.
4, EARTHQUAKE! Each character is dealt 1 damage.
5, SHIFTING FOLIAGE. Printed hindering terrain acts as blocking terrain instead until the beginning of your next turn. Characters occupying those squares take 1 unavoidable damage and are placed in their owner’s starting area.
6, THE ISLAND AWAKES. The Krakoa nerve center in the orange squares makes an 8 range, 10 attack, 3 damage range combat attack against an opposing character of your choice. The line of fire for this attack ignores hindering terrain and elevation.
BFC: HIGH GRAVITY
Light objects are considered to be heavy objects, and heavy objects are considered to be immobile objects. If a character carries another character during an action, deal the carrying character 1 damage after the action resolves.
Hawkeye and Deadpool will copy Bat TA unless otherwise stated
TTPC CBC
Krakoa
At the end of your turn, roll a d6.
1-3, nothing happens.
4, EARTHQUAKE! Each character is dealt 1 damage.
5, SHIFTING FOLIAGE. Printed hindering terrain acts as blocking terrain instead until the beginning of your next turn. Characters occupying those squares take 1 unavoidable damage and are placed in their owner’s starting area.
6, THE ISLAND AWAKES. The Krakoa nerve center in the orange squares makes an 8 range, 10 attack, 3 damage range combat attack against an opposing character of your choice. The line of fire for this attack ignores hindering terrain and elevation.
BFC: HIGH GRAVITY
Light objects are considered to be heavy objects, and heavy objects are considered to be immobile objects. If a character carries another character during an action, deal the carrying character 1 damage after the action resolves.
Hawkeye and Deadpool will copy Bat TA unless otherwise stated
TTPC CBC
Krakoa
At the end of your turn, roll a d6.
1-3, nothing happens.
4, EARTHQUAKE! Each character is dealt 1 damage.
5, SHIFTING FOLIAGE. Printed hindering terrain acts as blocking terrain instead until the beginning of your next turn. Characters occupying those squares take 1 unavoidable damage and are placed in their owner’s starting area.
6, THE ISLAND AWAKES. The Krakoa nerve center in the orange squares makes an 8 range, 10 attack, 3 damage range combat attack against an opposing character of your choice. The line of fire for this attack ignores hindering terrain and elevation.
BFC: HIGH GRAVITY
Light objects are considered to be heavy objects, and heavy objects are considered to be immobile objects. If a character carries another character during an action, deal the carrying character 1 damage after the action resolves.