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The Authority
fl061 E Jenny Sparks
Team: No Affiliation
Range: 8
Points: 125
Keywords: Authority, Past, Scientist
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(Special) Electrical Cortex Short Circuit: When Jenny Sparks hits an opposing character, that character can't use special powers from now until your next turn.
(Attack) Massive Electrical Arc: Jenny Sparks can use Penetrating/Psychic Blast, Improved Targeting: Ignores Characters, and has "3 bolts". When she uses Penetrating/Psychic Blast, increase the damage dealt to each hit character by the number of characters adjacent to it.
(Damage) If You Die, I'll Just Dig You Up and Put You to Work Again: Jenny Sparks can use Leadership. When she does and the result is 6, remove all action tokens from all adjacent friendly characters with the Authority keyword.
fl033 E Jack Hawksmoor
Team: No Affiliation
Range: 0
Points: 85
Keywords: Authority, Stormwatch
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(Improved) Navigating the Urban Jungle: Improved Movement: Ignores Elevated Terrain
(Special) The City Rejects You: Jack Hawksmoor can use Stealth. At the beginning of your turn, if it's your 3rd turn or later, deal 1 penetrating damage to each other character occupying any player's starting area.
(Speed) Absorbed into Buildings: Before Jack Hawksmoor is given a non-free action, if he occupies a square of terrain adjacent to a square of a different elevation, you may place him in any square within 6 squares that is adjacent to a square of a different elevation.
(Defense) Buildings get UP! UP!: Jack Hawksmoor can use Toughness. Give Jack Hawksmoor a free action and place up to 2 blocking terrain markers within 6 squares; these markers remain on the map until destroyed or until he uses this power again.
fl060r U Engineer
Team: No Affiliation
Range: 7
Points: 90
Keywords: Authority, Scientist, Stormwatch
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(Special) 9 Pints of Liquid Machinery for Blood: Give Engineer a free action and choose a standard speed, attack, and damage power. She can use those powers until her next turn.
(Special) Toxic Environment Cleanse: If an opposing character would use Poison to deal penetrating damage or more than 1 damage, they deal 1 damage instead.
fl049r R Midnighter
Team: No Affiliation
Range: 3
Points: 100
Keywords: Authority, Martial Artist, Soldier, Stormwatch
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(Improved) Moving Through the Night: Improved Movement: Ignores Hindering Terrain
(Special) I Know What You'll Do: When an opposing character uses Close Combat Expert, they can only use it to modify one value by +1.
(Special) We've Fought This Fight In My Head Already: When Midnighter targets an opposing character with a close combat attack, until your next turn modify that character's defense value by -1 and ignore any other modifiers to that character's value.
(Speed) Cybernetic Implants: Midnighter can use Charge, Flurry and Toughness. When Midnighter doesn't have 2 action tokens, he can use Stealth.
(Damage) Go For the Soft Spots: Midnighter can use Exploit Weakness and Outwit. If he uses Outwit to target an adjacent character, Midnighter can use Plasticity and can't be ignored for movement purposes.
fl017 E Swift
Team: No Affiliation
Range: 0
Points: 90
Keywords: Authority, Pilot
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(Special) Reading the Air Currents: When an opposing character with wing or wing transporter symbol uses the Carry ability or hits with an attack, place an Air token on this card. Give Swift a free action and remove an Air token to give Swift a move action as a free action.
(Defense) Barrel Roll or Wingover?: Give Swift a free action and choose Combat Reflexes or Energy Shield/Deflection. She can use the chosen power until she chooses again.
HCFL Teams: The All-New, All-Different X-Men and the Justice Society of America
d10a011 R Green Lantern
Team: Justice Society
Range: 7
Points: 93
Keywords: All Star Squadron, Gotham City, Justice Society, Mystical
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(Special) Battlefield Promotion: Pass the Torch: When Green Lantern hits one or more opposing characters, after actions resolve, place a Promotion Token on his character card. You may then roll a d6 that can't be rerolled and add 1 for each Promotion Token on his character card; on a result of 8 or higher, replace this character with D10A #004 Green Lantern on the same click number.
an050 R Superman
Team: Justice Society
Range: 0
Points: 120
Keywords: All Star Squadron, Justice Society, Metropolis, Reporter
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(Special) Leap Tall Buildings: Superman can use Leap/Climb. When he uses Leap/Climb, if he began movement on elevated terrain and ends it on grounded terrain, he can then make a close combat attack as a free action.
(Damage) Heroic Inspiration: Superman can use Leadership. If he rolls a 6, in addition to the normal effects, you may remove an action token from him.
fl001a R The Flash
Team: Justice Society
Range: 0
Points: 65
Keywords: Justice Society, Keystone City, Past, Politician, Speedster
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(Special) Speed Force: When The Flash moves at least one square and hits one or more adjacent characters, you may place a Speed token on this card after actions resolve. Increase The Flash's speed value by the number of Speed tokens on this card.
(Special) The First Speedster: When The Flash's speed value would be modified, instead replace his speed value with the sum of his printed speed value and all current modifiers.
(Damage) Fighting for What's Right: Give The Flash a free action and remove a Speed token from his card; when you do, he can use Flurry this turn.
slosh034 V Starman
Team: Justice Society
Range: 8
Points: 95
Keywords: Justice Society, Mystical, Opal City, Past
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(Special) Pop Culture Collector: After objects have been placed, you may place any 2 objects in each other's squares. Starman modifies his relic rolls by +1.
(Special) Star Rod and Jujitsu: Starman can use Energy Shield/Deflection and Super Senses. When he is targeted with a close combat attack and either evades it or it misses, give the attacker an action token after actions resolve.
wkD-003 R Dr. Fate
Team: Justice Society|Mystics
Range: 8
Points: 100
Keywords: Justice Society, Mystical
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(Special) Agent of Order: Opposing characters within 6 squares can't be given actions to use special powers (including standard powers used only through those special powers).
un016 R Hawkgirl
Team: No Affiliation
Range: 0
Points: 27
Keywords: Justice Society, Warrior
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HCFL Teams: The All-New, All-Different X-Men and the Justice Society of America
I used the PBE Roller because the map roller wasnt working and it came out with a 14 on 2d6+6, but it doesn't show me what the individual dice rolled, sorry. I'm going to choose the bottom.
The map numbers are hard for me to read. If I place the wrong number on the recap please always use the map position.
Doombot 3.1's Authority
1. Jenny Sparks 125
2. Jack Hawksmoor 85
3. The Engineer 90
4. The Midnighter 100
5. Swift 90 pts
Kinetic Accelerator, HO, LO
Total: 490 points
VS
Aranatta's Justice Society of America
1) Green Lantern (1/6) H24
2) Superman (1/8) J23
3) The Flash (1/6) G24
4) Starman (1/6) G23
5) Dr. Fate (1/5) H23
6) Hawkgirl (1/5) I23
500
Objects:
Meteorite: J16
LO: I11
HO: L11
1. Swift flies to O-7, carrying Midnighter to N-8.
Free) Engineer sidesteps to H-3.
2. Engineer phases to N-5, carrying Jenny to N-6.
3. Jack moves to N-7.
Default PC Instructions: Unless otherwise stated, Jack and Engineer will PC the first successful attack that they can see on your turn. (If they can both see an attack, PC will be case by case.) Theme PC will be case by case.
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Doombot 3.1's Authority
1. Jenny Sparks 125 N-6
2. Jack Hawksmoor 85 N-7 @
3. The Engineer 90 N-5 @
4. The Midnighter 100 N-8
5. Swift 90 pts O-7 @
Kinetic Accelerator, HO, LO
Total: 490 points
VS
Aranatta's Justice Society of America
1) Green Lantern (1/6) H24
2) Superman (1/8) J23
3) The Flash (1/6) G24
4) Starman (1/6) G23
5) Dr. Fate (1/5) H23
6) Hawkgirl (1/5) I23
500
1) Hawkgirl Flies to K17, Carrying Superman to J17.
2) Dr Fate Teleports to L17
3) Alan Scott Flies ot K18
4) Starman Flies to I16 and dropps Jay at I17
Free) Starman will Perplex up Superman's Defense.
EoT: JSA Will always use the highest defense among adjacent characters (It chains together and they can pass it down a line). Dr. Fate will PC the first Successful attack he can see. TTPC CBC after that. Also please note that Dr. Fate doesn't need LoF for his trait. Thanks!
**********
Doombot 3.1's Authority
1. Jenny Sparks 125 N-6
2. Jack Hawksmoor 85 N-7 @
3. The Engineer 90 N-5 @
4. The Midnighter 100 N-8
5. Swift 90 pts O-7 @
Kinetic Accelerator, HO, LO
Total: 490 points
VS
Aranatta's Justice Society of America
1) Green Lantern (1/6) K18 @
2) Superman (1/8) K17
3) The Flash (1/6) I17
4) Starman (1/6) I16 @
5) Dr. Fate (1/5) L7 @
6) Hawkgirl (1/5) J17 @