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Season 12, Game 6: Secret Society of Super Villians vs Flash Family
Game ends July 3
Secret Society of Super-Villains
1) WF052 Monsieur Mallah 150 pts
w/ The Society 3 pts
2) SMWW039 Doctor Psycho 100 pts F15
w/ Contingency Plan 12 pts
w/ The Society 3 pts
3) WKD-015 Amazo 130 pts F16
w/ Alias 3 pts
w/ The Society 3 pts
4) WKD-027 Felix Faust 80 pts J23
w/ The Society 3 pts
Total: 487 pts.
v
Flash Family
1) The Flash (Jay) 110 pts (1/6)
2) The Flash (Barry) 85 pts (1/6)
+ Pummel 10 pts
3) The Flash (Wally) 149 pts (1/7)
4) Dark Flash 110 pts (1/7)
+ Camouflage 8 pts
+ Endurance 5 pts
Flash Family ATA 5 pts x 4
497 pts
Darkness
Characters with a range value greater then 6 have a range value of 6 instead. Perplex may not be used to increase a range value to a number greater than 6. Powers and abilities that affect characters up to 10 squares away instead affect characters only up to 6 squares away.
Whee ha, game time. Email is [email protected]. I'll post the dials and wait to see if you want to go first, or set up first
Cheers!
Secret Society of Super-Villains
vs
The Flash Family
The Flash Family
Keyword(s): Speedster
Give this character a power action, halve its speed value for the action, and choose one: Move this character up to its speed value and then it may make a close attack -or- this character makes a close attack then move up to its speed value. UNCOPYABLE
5 Cost
Last edited by biggnatedogg; 06/22/2016 at 15:58..
"A black astronaut, Cyril! That’s like killing a unicorn!” - Archer
HCFL: Dark Knights/Infinity Watch
1 - Seek the Books of Magic: Give Felix Faust a free action. Until your next turn, opposing characters within 7 squares may only be given ranged combat actions. Felix Faust must roll his d20 on his next turn.
2 - Green Bell of Uthool: Give Felix Faust a free action. Until your next turn, opposing characters within 7 squares may only be given move actions. Felix Faust must roll his d20 on his next turn.
3 - Wheel of Nyorlath: Give Felix Faust a free action. Until your next turn, opposing characters within 7 squares may only be given close combat actions. Felix Faust must roll his d20 on his next turn.
4 - Red Jar of Calythos: Give Felix Faust a free action. Until your next turn, action tokens are not removed from opposing characters within 7 squares. Felix Faust must roll his d20 on his next turn.
5 - Project Thaumaton: Give Felix Faust a free action. Until your next turn, opposing characters within 7 squares may only be given free actions. Felix Faust must roll his d20 on his next turn.
6 - Mystical Trap: Give Felix Faust a power action and choose one opposing character within 8 squares with the Mystical keyword and one other opposing character within 8 squares. Place a special Mystical Trap marker in a square occupied by each chosen character. Even if this power is lost, while a character occupies a square with a special Mystical Trap marker, that characters can't move from the square. When a character who occupies a square with a special Mystical Trap marker takes damage from an attack or all opposing characters occupy Mystical Trap markers, remove the special Mystical Trap marker.
7 - Felix Faust can pick any of his powers on the d20.
8 - Give Felix Faust a power action. Each player places all friendly characters in their starting area.
9 - Give Felix Faust a free action. Place an Energy Dampener token on each opposing character's card. While an Energy Dampener token is on a character card, even if this power is lost, that character can't be given a power action. Remove the token from a character's card when that character is given a non-free action.
10 - Give Felix Faust a ranged combat action. Choose a square and make a ranged combat attack targeting all characters within 5 squares of the chosen square. Hit characters are each dealt 3 damage.
11 - All friendly characters can use the Carry ability and ignore speed combat symbols when they do. Friendly characters may be given a move action after they have been carried.
12 - Friendly characters can use Improved Movement: Ignores Hindering Terrain.
13 - Felix Faust can use Barrier. Opposing characters must attempt to break away it they occupy a square adjacent to a blocking terrain marker placed by Felix Faust or they are attempting to move or carry such a character. This power ignores game effects that allow a character to break away automatically.
14 - Replace all speed values with 3. This value is locked.
15 - Friendly characters can use Willpower.
16 - Once per turn, Felix Faust may reroll a single d6, ignoring the original result. Felix Faust must be within range and line of fire of the character for which the original roll was made. This ability may be used even if the original roll used 2 dice.
17 - Opposing character's combat values can't be modified or replaced unless the replacement would halve the value.
18 - Felix Faust can use Outwit. Friendly characters using Outwit can counter team abilities.
19 - Your force may be given any number of non-free actions. For each non-free action beyond your action total you use, decrease all opponents' action total by 1 (minimum 1) on their next turn.
20 - No effect.
Last edited by cy0nknight; 06/22/2016 at 08:36..
"You're not alone, you know. What you were, and what you are to become, will always be with you."
1) WF052 Monsieur Mallah 150 pts B-13
w/ The Society 3 pts
2) SMWW039 Doctor Psycho 100 pts F15 A-14
w/ Contingency Plan 12 pts
w/ The Society 3 pts
3) WKD-015 Amazo 130 pts F16 B-14
w/ Alias 3 pts
w/ The Society 3 pts
4) WKD-027 Felix Faust 80 pts J23 B-15
w/ The Society 3 pts
Characters with a range value greater then 6 have a range value of 6 instead. Perplex may not be used to increase a range value to a number greater than 6. Powers and abilities that affect characters up to 10 squares away instead affect characters only up to 6 squares away.
Midnight at the Temple. Are we in a kung-fu movie or what?
Turn 1a)
BoT) Faust consults the Necronomicon...13.
Felix Faust can use Barrier. Opposing characters must attempt to break away if they occupy a square adjacent to a blocking terrain marker placed by Felix Faust or they are attempting to move or carry such a character. This power ignores game effects that allow a character to break away automatically.
Free) Mallah Perplexes Amazo's defense up by 1.
Free) Faust Perplexes Mallah's defense up by 1.
1) Amazo picks up Dr. Psycho and flies to G17, dropping Psycho off at G18.
2) Mallah bounds to G-14.
Psycho adds a token to Contingency Plan.
Secret Society of Super-Villains
1) WF052 Monsieur Mallah 150 pts G-14 @
w/ The Society 3 pts
2) SMWW039 Doctor Psycho 100 pts F15 G-18
w/ Contingency Plan 12 pts (1 token)
w/ The Society 3 pts
3) WKD-015 Amazo 130 pts F16 G-17 @
w/ Alias 3 pts
w/ The Society 3 pts
4) WKD-027 Felix Faust 80 pts J23 B-15
w/ The Society 3 pts
Characters with a range value greater then 6 have a range value of 6 instead. Perplex may not be used to increase a range value to a number greater than 6. Powers and abilities that affect characters up to 10 squares away instead affect characters only up to 6 squares away.
Characters with a range value greater then 6 have a range value of 6 instead. Perplex may not be used to increase a range value to a number greater than 6. Powers and abilities that affect characters up to 10 squares away instead affect characters only up to 6 squares away.
Characters with a range value greater then 6 have a range value of 6 instead. Perplex may not be used to increase a range value to a number greater than 6. Powers and abilities that affect characters up to 10 squares away instead affect characters only up to 6 squares away.
Characters with a range value greater then 6 have a range value of 6 instead. Perplex may not be used to increase a range value to a number greater than 6. Powers and abilities that affect characters up to 10 squares away instead affect characters only up to 6 squares away.
BoT) Goes without saying that I'm rolling Faust's d20, but his d6 first...5. D20? 9.
Give Felix Faust a free action. Place an Energy Dampener token on each opposing character's card. While an Energy Dampener token is on a character card, even if this power is lost, that character can't be given a power action. Remove the token from a character's card when that character is given a non-free action.
BoT) Mallah's Leadership...4.
Free) Felix Faust places Energy Dampeners on each member of the Flash Family.
1) Mallah bounds to K6.
Free) Mallah Perplexes his own defense up by 1.
Free) Faust Perplexes Mallah's defense up by 1.
Clearing Faust, Amazo, and Psycho.
EoT) Psycho places a token on Contingency Plan.
Secret Society of Super-Villains
1) WF052 Monsieur Mallah 150 pts K-6 @
w/ The Society 3 pts
2) SMWW039 Doctor Psycho 100 pts F15 I-14
w/ Contingency Plan 12 pts (3 tokens)
w/ The Society 3 pts
3) WKD-015 Amazo 130 pts F16 D-9
w/ Alias 3 pts
w/ The Society 3 pts
4) WKD-027 Felix Faust 80 pts J23 I-12
w/ The Society 3 pts
Characters with a range value greater then 6 have a range value of 6 instead. Perplex may not be used to increase a range value to a number greater than 6. Powers and abilities that affect characters up to 10 squares away instead affect characters only up to 6 squares away.
Characters with a range value greater then 6 have a range value of 6 instead. Perplex may not be used to increase a range value to a number greater than 6. Powers and abilities that affect characters up to 10 squares away instead affect characters only up to 6 squares away.
BoT) Faust's d6...6. We're keeping the Dampener power for now.
BoT) Mallah's Leadership...5. The Brain takes a token of the big dumb ape *AHEM* I mean the extremely intelligent M'sieur Mallah.
Don't point that gun at me, Mallah. I'm just the Heroclix player. Why am I doing a 4th wall joke when I've had 2 hours of sleep?
1) Amazo is given a move action. He takes 3 tokens off Contingency Plan to give himself 12 speed. He flies to O13.
Free) Amazo's programming kicks in, and he understands how to travel to the future, copying Wally West's Probability Control.
Free) Mallah Perplexes his own attack up by 1.
Free) Faust Perplexes Mallah's attack up by 1.
2) Mallah Running Shots to P11 and dual targets at Barry Allen and Wally West. 13 on 19 and 20...1+2 for a 3. Amazo Probs, so Mallah tries again...6+1 for a 7. Wally uses Prob for himself, as per instructions, so Mallah tries again...2+6 for an 8.
Wally and Barry's Super Senses? 3 and 4, respectively. Mallah will deal 1 damage to Barry Allen and 2 to Wally West.
Mallah gets 1 SA.
3) Faust moves to O15.
Free) Faust activates the Energy Dampeners on the Family once more.
EoT) Doctor Psycho adds a token to Contingency Plan.
Secret Society of Super-Villains
1) WF052 Monsieur Mallah 150 pts P-11 @
w/ The Society 3 pts
2) SMWW039 Doctor Psycho 100 pts F15 I-14
w/ Contingency Plan 12 pts (1 token)
w/ The Society 3 pts
3) WKD-015 Amazo 130 pts F16 O-13 (Probability Control) @
w/ Alias 3 pts
w/ The Society 3 pts
4) WKD-027 Felix Faust 80 pts J23 O-15 @
w/ The Society 3 pts
Characters with a range value greater then 6 have a range value of 6 instead. Perplex may not be used to increase a range value to a number greater than 6. Powers and abilities that affect characters up to 10 squares away instead affect characters only up to 6 squares away.
Characters with a range value greater then 6 have a range value of 6 instead. Perplex may not be used to increase a range value to a number greater than 6. Powers and abilities that affect characters up to 10 squares away instead affect characters only up to 6 squares away.
BoT) Faust's d6 roll...6. We're switching things up. Faust consults the Necronomicon...4. Wow. Faust hates the Flash Family.
Red Jar of Calythos: Give Felix Faust a free action. Until your next turn, action tokens are not removed from opposing characters within 7 squares. Felix Faust must roll his d20 on his next turn.
Darkness changes "7 squares" to "6 squares."
BoT) Mallah's Leadership...4.
1) Psycho moves to K18.
2) Faust moves to P16.
Free) Faust opens the Red Jar of Calythos, summoning the demon Ghast.
Free) Faust Perplexes Mallah's attack up by 1.
Free) Mallah Perplexes his own attack up by 1.
3) Mallah bounds to Q13 and fires at Jay Garrick. 13 on 20...1+4 for a 5. Amazo probs...6+1 for a 7. Jay Garrick takes 3 damage. Mallah gets 1 SA.
4) Amazo moves to R15.
Free) Amazo gets the hang of Jay's "Speed" thing and copies Hypersonic Speed.
Secret Society of Super-Villains
1) WF052 Monsieur Mallah 150 pts Q-13 @@
w/ The Society 3 pts
- 2 SA
2) SMWW039 Doctor Psycho 100 pts F15 K-18 @
w/ Contingency Plan 12 pts (1 token)
w/ The Society 3 pts
3) WKD-015 Amazo 130 pts F16 R-15 (Probability Control, Hypersonic Speed) @@
w/ Alias 3 pts
w/ The Society 3 pts
4) WKD-027 Felix Faust 80 pts J23 P-16 @@
w/ The Society 3 pts
Characters with a range value greater then 6 have a range value of 6 instead. Perplex may not be used to increase a range value to a number greater than 6. Powers and abilities that affect characters up to 10 squares away instead affect characters only up to 6 squares away.
Characters with a range value greater then 6 have a range value of 6 instead. Perplex may not be used to increase a range value to a number greater than 6. Powers and abilities that affect characters up to 10 squares away instead affect characters only up to 6 squares away.