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Justice League (home)
1. E Green Lantern (TT) 110 pts
2. E Aquaman (TT) 80 pts
3. U John Constantine (JL52) 59 pts
4. R Mera (JL52) 51 pts
Objects: Kinetic Accelerator, HO, LO
Theme PC (Justice League keyword): 3/3
Total: 300 pts
BFC: Malfunction Before the beginning of the first turn, starting with the player* who played this battlefield condition, each player can remove one object from the game.
* Home team is the "player."
tt033e E Green Lantern
Team: Green Lantern Corps
Range: 8
Points: 110
Keywords: Green Lantern Corps, Justice League
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17
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(Attack) Anything I Can Imagine: Green Lantern can use Barrier. At the beginning of your turn, choose a standard attack or damage power that requires a power, close or ranged combat action to activate. Green Lantern can use that power this turn.
tt015e E Aquaman
Team: Justice League
Range: 0
Points: 80
Keywords: Atlantis, Justice League
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17
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(Speed) Atlantean Might: If Aquaman occupies water terrain at the beginning of your turn, he has a range value of 7 and his attack value is not modified by the Move and Attack ability.
(Defense) Relentless, Underestimated: Aquaman can use Toughness. If Aquaman has 2 action tokens, at the beginning of your turn, heal him 1 damage.
jl52008 R Mera
Team: No Affiliation
Range: 0
Points: 51
Keywords: Atlantis, Justice League, Ruler
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16
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(Special) Sorceress of the Deep: Mera may target opposing characters within 6 squares that occupy or are adjacent to water terrain with close combat attacks.
(Attack) Aquakinesis: Mera can use Telekinesis. If Mera uses Telekinesis to place an opposing character that currently occupies water terrain, modify her attack value by +3.
jl52019 U John Constantine
Team: Mystics
Range: 0
Points: 59
Keywords: Justice League, Mystical
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16
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(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.
Kinetic Accelerator
Immobile: When a character occupying the same square as this object is given a move or power action, roll a d6 and replace the character’s speed value with its speed value plus the result; on a result of 5 or 6, remove this object from the game after the action resolves. If the roll does not allow the given action to be performed against any targets, the action ends immediately. This object is not considered hindering terrain for movement purposes.
HCFL Teams: The All-New, All-Different X-Men and the Justice Society of America
(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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8
16
1
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15
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7
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14
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14
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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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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.
Lunge
Prerequisites: Close Combat Expert or Leap/Climb
Points: 5
Choose a Character - When the character is given an action, but before it makes a close combat attack, it can break away automatically and move up to 2 squares.
HCFL Teams: The All-New, All-Different X-Men and the Justice Society of America
Justice League (home)
1. E Green Lantern (TT) 110 pts F-23
2. E Aquaman (TT) 80 pts E-23
3. U John Constantine (JL52) 59 pts F-24
4. R Mera (JL52) 51 pts G-23
Objects: Kinetic Accelerator, HO, LO
Theme PC (Justice League keyword): 3/3
Total: 300 pts
BFC: Malfunction Before the beginning of the first turn, starting with the player* who played this battlefield condition, each player can remove one object from the game.
* Home team is the "player."
Stepping in for subbing duties. Titans have no objects, but will use the Malfunction BFC to get rid of the Kinetic Accelerator.
**********
Justice League (home)
1. E Green Lantern (TT) 110 pts F-23
2. E Aquaman (TT) 80 pts E-23
3. U John Constantine (JL52) 59 pts F-24
4. R Mera (JL52) 51 pts G-23
Objects: Kinetic Accelerator, HO, LO
Theme PC (Justice League keyword): 3/3
Total: 300 pts
BFC: Malfunction Before the beginning of the first turn, starting with the player* who played this battlefield condition, each player can remove one object from the game.
* Home team is the "player."
1. Hal flies to C-17, using GL TA to carry as follows:
Aquaman at D-16
Constantine at C-16
Mera at B-16
Free) Hal perplexes Constantine's Defense by +1.
PC Instructions: Unless otherwise stated, Constantine will PC the first successful attack he can see on your turns.
If applicable, Theme PC will be on a case by case basis.
**********
Justice League (home)
1. E Green Lantern (TT) 110 pts C-17 @
2. E Aquaman (TT) 80 pts D-16
3. U John Constantine (JL52) 59 pts C-16
4. R Mera (JL52) 51 pts B-16
Objects: Kinetic Accelerator, HO, LO
Theme PC (Justice League keyword): 3/3
Total: 300 pts
BFC: Malfunction Before the beginning of the first turn, starting with the player* who played this battlefield condition, each player can remove one object from the game.
* Home team is the "player."
Justice League (home)
1. E Green Lantern (TT) 110 pts C-17 @
2. E Aquaman (TT) 80 pts D-16
3. U John Constantine (JL52) 59 pts C-16
4. R Mera (JL52) 51 pts B-16
Objects: Kinetic Accelerator, HO, LO
Theme PC (Justice League keyword): 3/3
Total: 300 pts
BFC: Malfunction Before the beginning of the first turn, starting with the player* who played this battlefield condition, each player can remove one object from the game.
* Home team is the "player."
Justice League (home)
1. E Green Lantern (TT) 110 pts C-17
2. E Aquaman (TT) 80 pts D-14 @
3. U John Constantine (JL52) 59 pts A-12 @
4. R Mera (JL52) 51 pts B-10 @
Objects: Kinetic Accelerator, HO, LO
Theme PC (Justice League keyword): 3/3
Total: 300 pts
BFC: Malfunction Before the beginning of the first turn, starting with the player* who played this battlefield condition, each player can remove one object from the game.
* Home team is the "player."
Justice League (home)
1. E Green Lantern (TT) 110 pts C-17
2. E Aquaman (TT) 80 pts D-14 @
3. U John Constantine (JL52) 59 pts A-12 @
4. R Mera (JL52) 51 pts B-10 @
Objects: Kinetic Accelerator, HO, LO
Theme PC (Justice League keyword): 3/3
Total: 300 pts
BFC: Malfunction Before the beginning of the first turn, starting with the player* who played this battlefield condition, each player can remove one object from the game.
* Home team is the "player."
Justice League (home)
1. E Green Lantern (TT) 110 pts C-17
2. E Aquaman (TT) 80 pts D-14 @
3. U John Constantine (JL52) 59 pts A-12 @
4. R Mera (JL52) 51 pts B-10 @
Objects: Kinetic Accelerator, HO, LO
Theme PC (Justice League keyword): 3/3
Total: 300 pts
BFC: Malfunction Before the beginning of the first turn, starting with the player* who played this battlefield condition, each player can remove one object from the game.
* Home team is the "player."
1. Mera pushes to TK Aquaman to D-8.
1 click to Mera.
2. Hal TKs Constantine to D-9.
Free) Constantine copies JLA TA and pushes to move to A-6.
No push damage because of Willpower.
3. Aquaman uses Move-and-Attack (no attack penalty because he started the turn in water terrain).
He grabs the HO in C-9 and moves to F-5.
From there, he attacks Starfire.
10 v 17; Damage Perplexed +1.
Turn paused to show positioning.
**********
Justice League (home)
1. E Green Lantern (TT) 110 pts C-17 @
2. E Aquaman (TT) 80 pts F-5 @
3. U John Constantine (JL52) 59 pts A-6 @@
4. R Mera (JL52) 51 pts (Click 2) B-10 @@
Objects: Kinetic Accelerator, HO, LO
Theme PC (Justice League keyword): 3/3
Total: 300 pts
BFC: Malfunction Before the beginning of the first turn, starting with the player* who played this battlefield condition, each player can remove one object from the game.
* Home team is the "player."
1. Mera pushes to TK Aquaman to D-8.
1 click to Mera.
2. Hal TKs Constantine to D-9.
Free) Constantine copies JLA TA and pushes to move to A-6.
No push damage because of Willpower.
3. Aquaman uses Move-and-Attack (no attack penalty because he started the turn in water terrain).
He grabs the HO in C-9 and moves to F-5.
From there, he attacks Starfire.
10 v 17; Damage Perplexed +1.
Roll is 3,4
Hits for 6 damage total.
Starfire is KO'd.
Aquaman continues to D-7, where he picks up the LO in C-8 and takes a push click.
Aquaman gets 1 SA and 1 KO; Hal and Mera each get 1 AST.
PC Instructions: Constantine will PC the first successful attack that he can see.
**********
Justice League (home)
1. E Green Lantern (TT) 110 pts C-17 @
2. E Aquaman (TT) 80 pts (Click 2) F-5 @@ (LO)
3. U John Constantine (JL52) 59 pts A-6 @@
4. R Mera (JL52) 51 pts (Click 2) B-10 @@
Objects: Kinetic Accelerator, HO, LO
Theme PC (Justice League keyword): 3/3
Total: 300 pts
Hal: 1 AST = 5 XP
Aquaman: 1 SA, 1 KO = 15 XP
Mera: 1 AST = 5 XP
BFC: Malfunction Before the beginning of the first turn, starting with the player* who played this battlefield condition, each player can remove one object from the game.
* Home team is the "player."