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Justice League
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 (injured)
Objects: Opened Hydrant, HO, LO
Theme PC (Justice League keyword): 3/3
Total: 300 pts
BFC: Radiation Leak When a character uses Regeneration or when a character is the target of Support, instead of following the rules for those abilities, roll one six-sided die and subtract 3 from the result. Treat a negative result as damage dealt to the character that may not be evaded or reduced.
dp048 R Blink
Team: No Affiliation
Range: 0
Points: 86
Keywords: Age of Apocalypse, Exiles, Generation X, New Mutants, X-Men
10
11
17
3
10
10
17
3
10
10
17
2
10
10
16
2
9
10
16
2
9
9
17
3
KO
KO
KO
KO
KO
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(Special) Blink and You'll Miss Me: Give Blink a power action when she has no action tokens. Place her into any square within 8 squares and make a close combat attack. If she hits you may return her to the square she occupied when the action began.
(Speed) Group Teleport: Blink can use Flurry, Phasing/Teleport, and the Carry ability. She doesn't modify her speed value when using the Carry ability, and may carry up to 3 characters that share a keyword with her regardless of their speed combat symbols.
(Defense) Blink, or Block: Blink can use Combat Reflexes and Super Senses.
(Special) Arrive in Your Reality: Once per game, Sasquatch can use Hypersonic Speed.
(Damage) View From the Panoptichron: Sasquatch can use Probability Control. When she uses it during your turn, she may target a character anywhere on the map.
wxm009 V Longshot
Team: No Affiliation
Range: 5
Points: 75
Keywords: Celebrity, Excalibur, Exiles, Martial Artist, Mojoverse, X-Factor, X-Men
9
11
16
2
9
10
16
2
8
11
17
2
7
10
17
2
7
10
16
1
6
10
17
1
KO
KO
KO
KO
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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.
Lucky Break
Prerequisites: {boot} or {dolphin}
Choose a character.
When you make an attack roll for the character, if the result on either of the two dice is a 1, you may reroll one die before determining the attack roll result. You may reroll one once per attack roll.
If you use this feat, remove this card from the game after the attack resolves.
Prerequisites: {fist}, {starburst}
Choose a character.
Each time an attack roll fails against the character, put a luck token on this card if there are fewer than three tokens on this card.
If there are luck tokens on this card when the character makes a critical miss, the character is not dealt unavoidable damage; after the attack is resolved, remove all luck tokens from this card. If there are luck tokens on this card when the character makes a critical hit, modify the character's damage value by +X, where X equals the number of luck tokens on this card; after the attack is resolved, remove all luck tokens from this card.
Justice League
tt033e E Green Lantern
Team: Green Lantern Corps
Range: 8
Points: 110
Keywords: Green Lantern Corps, Justice League
9
10
17
3
8
9
17
3
8
9
16
2
7
9
15
2
7
9
15
2
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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
7
10
17
3
8
9
16
3
8
10
17
3
7
9
17
2
7
8
15
2
6
8
14
3
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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.
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
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8
15
1
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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.
jl52008 R Mera
Team: No Affiliation
Range: 0
Points: 51
Keywords: Atlantis, Justice League, Ruler
8
9
16
2
8
9
16
2
8
9
16
2
7
8
15
2
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1
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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.
Justice League
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 (injured)
Objects: Opened Hydrant, HO, LO
Theme PC (Justice League keyword): 3/3
Total: 300 pts
UHO: G17
UHO: J14
LO: D13
BFC: Radiation Leak
When a character uses Regeneration or when a character is the target of Support, instead of following the rules for those abilities, roll one six-sided die and subtract 3 from the result. Treat a negative result as damage dealt to the character that may not be evaded or reduced.
Justice League
1. E Green Lantern (TT) 110 pts G-2
2. E Aquaman (TT) 80 pts H-2
3. U John Constantine (JL52) 59 pts H-1
4. R Mera (JL52) 51 pts (injured) F-2
Objects: Opened Hydrant, HO, LO
Theme PC (Justice League keyword): 3/3
Total: 300 pts
BFC: Radiation Leak
When a character uses Regeneration or when a character is the target of Support, instead of following the rules for those abilities, roll one six-sided die and subtract 3 from the result. Treat a negative result as damage dealt to the character that may not be evaded or reduced.
Justice League
1. E Green Lantern (TT) 110 pts G-8 @
2. E Aquaman (TT) 80 pts H-9
3. U John Constantine (JL52) 59 pts H-8
4. R Mera (JL52) 51 pts (injured) F-9
Objects: Opened Hydrant, HO, LO
Theme PC (Justice League keyword): 3/3
Total: 300 pts
BFC: Radiation Leak
When a character uses Regeneration or when a character is the target of Support, instead of following the rules for those abilities, roll one six-sided die and subtract 3 from the result. Treat a negative result as damage dealt to the character that may not be evaded or reduced.
Justice League
1. E Green Lantern (TT) 110 pts G-8 @
2. E Aquaman (TT) 80 pts H-9
3. U John Constantine (JL52) 59 pts H-8
4. R Mera (JL52) 51 pts (injured) F-9
Objects: Opened Hydrant, HO, LO
Theme PC (Justice League keyword): 3/3
Total: 300 pts
BFC: Radiation Leak
When a character uses Regeneration or when a character is the target of Support, instead of following the rules for those abilities, roll one six-sided die and subtract 3 from the result. Treat a negative result as damage dealt to the character that may not be evaded or reduced.
Justice League
1. E Green Lantern (TT) 110 pts I-11 @
2. E Aquaman (TT) 80 pts H-9
3. U John Constantine (JL52) 59 pts J-12
4. R Mera (JL52) 51 pts (injured) F-9
Objects: Opened Hydrant, HO, LO
Theme PC (Justice League keyword): 3/3
Total: 300 pts
BFC: Radiation Leak
When a character uses Regeneration or when a character is the target of Support, instead of following the rules for those abilities, roll one six-sided die and subtract 3 from the result. Treat a negative result as damage dealt to the character that may not be evaded or reduced.
Hal rolls 1,5
Constantine PCs to 5,6
Hits both--I won't bother rolling for Blink's Super Senses, as I will assign all 3 penetrating damage to Sasquatch.
Hal gets 1 SA, and Constantine gets 1 AST.
No push damage to Hal because of
2. Mera TKs Aquaman to E-11.
3. Aquaman uses Move-and-Attack; no penalty to Attack because he started the turn in Water terrain (within 3 squares of the Opened Hydrant).
Aquaman picks up the HO and moves to D-18, where he attacks Longshot.
10 v 16
1. Hal makes a RS to I-11, carrying Constantine to J-12.
From there, he attacks Sasquatch and Blink.
10+1 v 18+1/17+1
Hal rolls 1,5
Constantine PCs to 5,6
Hits both--I won't bother rolling for Blink's Super Senses, as I will assign all 3 penetrating damage to Sasquatch.
Hal gets 1 SA, and Constantine gets 1 AST.
No push damage to Hal because of
2. Mera TKs Aquaman to E-11.
3. Aquaman uses Move-and-Attack; no penalty to Attack because he started the turn in Water terrain (within 3 squares of the Opened Hydrant).
Aquaman picks up the HO and moves to D-18, where he attacks Longshot.
10 v 16
Roll=6,3
Longshot's Heightened Reflexes roll=1
Hits for 3 damage plus 2 from the HO.
Aquaman gets 1 SA, and Mera gets 1 AST.
Justice League
1. E Green Lantern (TT) 110 pts I-11 @@
2. E Aquaman (TT) 80 pts D-18 @
3. U John Constantine (JL52) 59 pts J-12
4. R Mera (JL52) 51 pts (injured) F-9 @
Objects: Opened Hydrant, HO, LO
Theme PC (Justice League keyword): 3/3
Total: 300 pts
Hal: 1 SA = 5 XP
Aquaman: 1 SA = 5 XP
Constantine: 1 AST = 5 XP
Mera: 1 AST = 5 XP
Opened Hydrant: H-11
UHO: G-17, J-14
LO: D-13, N-13
BFC: Radiation Leak
When a character uses Regeneration or when a character is the target of Support, instead of following the rules for those abilities, roll one six-sided die and subtract 3 from the result. Treat a negative result as damage dealt to the character that may not be evaded or reduced.
1) Blink will push, flurrying Aquaman, 11 on 17. Roll is a 3,1. 2nd Attack, Roll is a 5,6. JC PC's, roll is a 4,1 and a miss. Blink goes to click two, JC gets a DFD.
2) Sasquatch will BCF Aquaman, roll is 6,6 for a crit hit. BCF is a 4, for 5, reduced to 3. Aquaman is knock backed to G21, and is possibly injured. Goes to click 4.
Sasquatch 1 SA.
3) Longshot will target Aquaman with a ranged attack, 10 on 17. Roll is a 6,4. (I saw that 6 and the second looked like a 6, I got really scared for you right there. Then I saw it was a 4.) Aquaman takes 1 after toughness and luckiest man. Aquaman goes to click 5.
Longshot 1 SA.
Free) Sasquatch sidesteps to E17.
Well.. not the best of circumstances. But I did expect Aquaman to be TK'ed back to you leaving me with no answers. (Also expected him only to do 4, hah.)
Justice League
1. E Green Lantern (TT) 110 pts I-11 @@
2. E Aquaman (TT) 80 pts G-21 (5) @ Possible Injury for Game 6
3. U John Constantine (JL52) 59 pts J-12
4. R Mera (JL52) 51 pts (injured) F-9 @
Objects: Opened Hydrant, HO, LO
Theme PC (Justice League keyword): 3/3
Total: 300 pts
Hal: 1 SA = 5 XP
Aquaman: 1 SA = 5 XP
Constantine: 1 AST, 1 DFD = 10 XP
Mera: 1 AST = 5 XP
Opened Hydrant: H-11
UHO: G-17, J-14
LO: D-13, N-13
BFC: Radiation Leak
When a character uses Regeneration or when a character is the target of Support, instead of following the rules for those abilities, roll one six-sided die and subtract 3 from the result. Treat a negative result as damage dealt to the character that may not be evaded or reduced.
Justice League
1. E Green Lantern (TT) 110 pts I-11
2. E Aquaman (TT) 80 pts G-21 (5) Possible Injury for Game 6
3. U John Constantine (JL52) 59 pts J-12
4. R Mera (JL52) 51 pts (injured) F-9
Objects: Opened Hydrant, HO, LO
Theme PC (Justice League keyword): 3/3
Total: 300 pts
Hal: 1 SA = 5 XP
Aquaman: 1 SA = 5 XP
Constantine: 1 AST, 1 DFD = 10 XP
Mera: 1 AST = 5 XP
Opened Hydrant: H-11
UHO: G-17, J-14
LO: D-13, N-13
BFC: Radiation Leak
When a character uses Regeneration or when a character is the target of Support, instead of following the rules for those abilities, roll one six-sided die and subtract 3 from the result. Treat a negative result as damage dealt to the character that may not be evaded or reduced.
Justice League
1. E Green Lantern (TT) 110 pts I-11
2. E Aquaman (TT) 80 pts G-21 (5) Possible Injury for Game 6
3. U John Constantine (JL52) 59 pts J-12
4. R Mera (JL52) 51 pts (injured) F-9
Objects: Opened Hydrant, HO, LO
Theme PC (Justice League keyword): 3/3
Total: 300 pts
Hal: 1 SA = 5 XP
Aquaman: 1 SA = 5 XP
Constantine: 1 AST, 1 DFD = 10 XP
Mera: 1 AST = 5 XP
BFC: Radiation Leak
When a character uses Regeneration or when a character is the target of Support, instead of following the rules for those abilities, roll one six-sided die and subtract 3 from the result. Treat a negative result as damage dealt to the character that may not be evaded or reduced.
Justice League
1. E Green Lantern (TT) 110 pts D-13
2. E Aquaman (TT) 80 pts G-21 (5) Possible Injury for Game 6
3. U John Constantine (JL52) 59 pts J-12
4. R Mera (JL52) 51 pts (injured) F-9
Objects: Opened Hydrant, HO, LO
Theme PC (Justice League keyword): 3/3
Total: 300 pts
Hal: 1 SA = 5 XP
Aquaman: 1 SA = 5 XP
Constantine: 1 AST, 1 DFD = 10 XP
Mera: 1 AST = 5 XP
BFC: Radiation Leak
When a character uses Regeneration or when a character is the target of Support, instead of following the rules for those abilities, roll one six-sided die and subtract 3 from the result. Treat a negative result as damage dealt to the character that may not be evaded or reduced.
1. Hal makes a RS to D-13, where he attacks Blink and Longshot, using EE.
10+1 v 17+1 (hindering)/17
Roll=6,4
Blink's Super Senses roll=5
All 3 damage to Longshot, who is KO'd; Sasquatch takes 2 damage from EE, reduced to 1 by Toughness.
Hal gets 1 SA and 1 KO.
Justice League
1. E Green Lantern (TT) 110 pts J-5 @
2. E Aquaman (TT) 80 pts K-14 @ (5) Possible Injury for Game 6
3. U John Constantine (JL52) 59 pts J-8 @
4. R Mera (JL52) 51 pts (injured) F-9 @
Objects: Opened Hydrant, HO, LO
Theme PC (Justice League keyword): 3/3
Total: 300 pts
Hal: 2 SA, 1 KO = 20 XP
Aquaman: 1 SA = 5 XP
Constantine: 1 AST, 1 DFD = 10 XP
Mera: 1 AST = 5 XP
BFC: Radiation Leak
When a character uses Regeneration or when a character is the target of Support, instead of following the rules for those abilities, roll one six-sided die and subtract 3 from the result. Treat a negative result as damage dealt to the character that may not be evaded or reduced.