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Alpha Strike
Before the beginning of each player's first turn, that player chooses a team symbol possessed by an opposing character. The first opposing character with that team symbol that is defeated is worth additional victory points equal to half of that character's point value.
Woot! Rematch! I will take the left side, set up tomorrow!
Prerequisites: Plasticity or Ranged Combat Expert
Choose a character.
When making an attack from a square that is not adjacent to an opposing character, the character ignores Stealth and team abilities that duplicate the effects of Stealth, and it ignores characters and hindering terrain for line of fire purposes.
Prerequisites: Damage value of 2 or less
Choose a character.
When this character is the only character adjacent to an object not being carried by a character, give the character a free action and remove the object from the game. Heal the character of 2 damage.
Sideline
Last edited by TheVagrantKing; 09/13/2016 at 01:34..
2010, 2013 HCFL Champ, 2016 Colorado State Champion, 2nd Place Team Worlds
HCFL 2018 - United Atlantis
Alpha Strike
Before the beginning of each player's first turn, that player chooses a team symbol possessed by an opposing character. The first opposing character with that team symbol that is defeated is worth additional victory points equal to half of that character's point value.
Alpha Strike
Before the beginning of each player's first turn, that player chooses a team symbol possessed by an opposing character. The first opposing character with that team symbol that is defeated is worth additional victory points equal to half of that character's point value.
Alpha Strike
Before the beginning of each player's first turn, that player chooses a team symbol possessed by an opposing character. The first opposing character with that team symbol that is defeated is worth additional victory points equal to half of that character's point value.
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.
"You're not alone, you know. What you were, and what you are to become, will always be with you."
I keep forgetting your email. Would you remind me what it is?
Mine is steam.dragoness at gmail.com
Alpha Strike) Choosing Batman Ally.
SSoV Turn 1b)
BoT) Faust's d20...6. Mystical Trap.
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.
1) Gentleman Ghost picks up Felix Faust and flies out to the backyard, to G21. Faust is dropped off at F21.
Alpha Strike
Before the beginning of each player's first turn, that player chooses a team symbol possessed by an opposing character. The first opposing character with that team symbol that is defeated is worth additional victory points equal to half of that character's point value.
Free) Sentinel attack mode: 2. Charge, +1 AV vs Prob, and free action Incap when tokened.
Free) Sentinel attempts to pick up the Mother Box. Rolls 6. Sentinel has Apokolips tech. Dope.
"Characters with the New Gods keyword modify their relic rolls for this object by +2. When this character is given a second action token, and actions resolve, choose a power that was not chosen last time: Perplex, Phasing/Teleport, Probability Control, Pulse Wave, or Regeneration and this character can use the chosen power until a new power is chosen."
Free) Engineer will Sidestep to L-6 dropping Splitlip in K-7.
Free) Engineer will select Prob, Stealth, Poison.
1) Engineer will grab Splitlip and fly to L-12, dropping Splitlip in L-11.
2) Seyfert will Power Action to reprogram this bad boy and send him to J/K-11/12, carrying Seyfert (J-10) and Toymaster (L-13). From there he will attack both Faust and Ghost. AV 12+1 Toymaster on DVs 19 (Ghost) and 18 (Faust). Needs a 5 for Faust and a 6 for Ghost, for 4+1 Enhacement damage. Rolls: 4! Engineer probs: 8 (4,4). Ghost's Senses: 3. I'll do 5 to Faust, who's KOed. 1 Mystics to Sentinel.
3) Sentinel will Transporter attack, blowing up the wall in N-14/15, carrying Seyfert and Toymaster, ending movement in N/O-12/13, dropping Seyfert in N-14, and Toymaster in M-14.
Free) Sentinel will go to Defense Mode. Rolls 5. Can't target the Sentinel with Running Shot, can't be given power actions within 6 squares, and Sentinel can use Invuln.
Free) Sentinel will Mother Box Pulse Wave.
Sentinel and Engie will Prob any successful attack they may see.
Alpha Strike
Before the beginning of each player's first turn, that player chooses a team symbol possessed by an opposing character. The first opposing character with that team symbol that is defeated is worth additional victory points equal to half of that character's point value.
Alpha Strike
Before the beginning of each player's first turn, that player chooses a team symbol possessed by an opposing character. The first opposing character with that team symbol that is defeated is worth additional victory points equal to half of that character's point value.
Last edited by cy0nknight; 09/16/2016 at 09:57..
"You're not alone, you know. What you were, and what you are to become, will always be with you."
Sentinels are not programmed to date. They are programmed to eliminate
Per discussion with Captain Nifty, it's up for debate my claim on making a Mother Box in the forge, so the Sentinel is going to just have +1 AV instead.
3A
Sentinel roll: 5. Same deal. Can't target Sentinel with RS, Can't be given power actions within 6, and he can use Invuln.
Free) Engineer will choose Stealth, Precision Strike, and RCE.
Free) Engineer will Sidestep to L-13, dropping Splitlip in M-13.
1) Engineer will RCE on Psycho. Going 1/1 on RCE, +1 AV from Toymaster, +1 Damage from Splitlip, it's a 12 on a 17 for 5. Rolls: 10 which hits for the KO, can't be transferred (for a number of reasons).
Alpha Strike
Before the beginning of each player's first turn, that player chooses a team symbol possessed by an opposing character. The first opposing character with that team symbol that is defeated is worth additional victory points equal to half of that character's point value.