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Special Rules: Squares inside the boundary of an orange line on this map are space terrain. Space terrain is clear terrain modified by the following rules:
Characters given move actions when they occupy space terrain modify their speed values by +2 for the action. Halve the range values of all characters occupying space terrain and all characters drawing a line of fire to a character occupying space terrain.
A successful attack that does not otherwise knock back a character occupying space terrain knocks back that character a number of squares equal to damage dealt -2, to a minimum of 0. When targeting a character occupying space terrain with Force Blast, roll two six-sided dice instead of one. All knock back ends immediately when a character enters the first square that is not space terrain. Characters occupying space terrain are not dealt knock back damage if their knock back paths are ended by the edge of the map.
(Special) All-New, All-Different X-Men: UNIQUE MODIFIER - When this character is healed by the X-Men team ability, modify its combat values except damage by +1 until your next turn. <i>(UNIQUE MODIFIER-Characters can only be modified by one effect of this name).</i>
uxm060 V Mister Sinister
Team: No Affiliation
Range: 6
Points: 95
Keywords: Marauders, Scientist, Weapon X
10
11
18
3
9
10
18
3
8
10
17
3
7
10
17
2
7
9
17
2
7
9
18
2
KO
KO
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KO
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(Special) Mutant Massacre: The first time during your turn that one or more opposing characters are KO'd, after actions resolve choose one: this turn, modify this character's speed, attack, and damage values by +1; -or- heal this character of 1 damage.
(Special) Schemes Within Schemes You Cannot Stop: Mister Sinister can use Mastermind. If opposing Probability Control was used during an attack that hit Mister Sinister or an adjacent friendly character, after actions resolve you may place the hit character anywhere on the map.
(Damage) Get Back in the Fight, Minion: Mister Sinister can use Leadership and Support. When he uses Support and heals a character with the Marauders keyword, after actions resolve you may exchange the places of that character and another friendly character with the Marauders keyword within 8 squares of Mister Sinister.
uxm047 E Mystique
Team: Brotherhood of Mutants
Range: 4
Points: 60
Keywords: Brotherhood of Mutants, Freedom Force, Marauders, Spy
7
10
17
2
7
10
17
2
7
10
17
2
6
10
17
2
6
10
16
2
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KO
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KO
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KO
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(Special) Freedom Force: When this character is given a move action, after actions resolve, she can use Force Blast as a free action.
(Special) Shapeshifter: Mystique can use Shape Change and beings the game with a Shapeshift token on her card. While she has a Shapeshift token, she can use Improved Movement: Ignores Characters and opposing characters can only target her if they began the turn adjacent to her. When Mystique targets an opposing character with an attack, remove all Shapeshift tokens. When she succeeds using Shape Change, if she doesn't have one, place a Shapeshift token on her card.
uxm018 E Vanisher
Team: Brotherhood of Mutants
Range: 0
Points: 40
Keywords: Brotherhood of Mutants, Marauders, X-Force
12
9
17
2
12
9
17
1
12
9
16
1
11
9
17
1
11
9
16
1
KO
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(Speed) Into The Darkforce: Vanisher can use Phasing/Teleport, Stealth, and the Carry ability to carry up to 3 characters.
uxm017 E John Greycrow
Team: No Affiliation
Range: 7
Points: 60
Keywords: Assassin, Marauders
9
11
17
3
8
11
17
2
7
10
16
2
7
10
16
2
7
10
15
1
KO
KO
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KO
KO
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(Special) Mutant Massacre: The first time during your turn that one or more opposing characters are KO'd, after actions resolve choose one: this turn, modify this character's speed, attack, and damage values by +1; -or- heal this character of 1 damage.
(Special) Making Weapons To Hunt: Give John Greycrow a power action to equip a standard object in an adjacent square or a square he occupies. If it is a standard light object, the EFFECT is: he can use Precision Strike. If it is a standard heavy object, the EFFECT is he can use Penetrating/Psychic Blast.
uxm014 E Riptide
Team: No Affiliation
Range: 3
Points: 45
Keywords: Marauders
(Special) Mutant Massacre: The first time during your turn that one or more opposing characters are KO'd, after actions resolve choose one: this turn, modify this character's speed, attack, and damage values by +1; -or- heal this character of 1 damage.
(Attack) Shurikens at 200 MPH: When Riptide uses Sidestep, after actions resolve he can use Pulse Wave as a free action.
uxm013 E Prism
Team: No Affiliation
Range: 5
Points: 35
Keywords: Marauders
7
10
16
1
6
10
16
1
6
9
15
1
6
9
14
.
KO
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(Special) Mutant Massacre: The first time during your turn that one or more opposing characters are KO'd, after actions resolve choose one: this turn, modify this character's speed, attack, and damage values by +1; -or- heal this character of 1 damage.
(Special) Power Me Up!: When making a range attack, Prism modifies his damage value by +1 for each adjacent friendly character with a printed range value of 4 or more.
(Defense) Brittle Crystal: Prism takes a maximum 1 damage from range attacks. When Prism takes knockback damage, KO him.
Turn 1B) Marauders Partial Turn
Leadership:4,4,2
Greycrow will equip the LO for Precision Strike
Free) Mystique sidesteps to N-18
BOM TA) Mystique +2spd moves to F-10
Free) Mystique force blasts Dr. Strange FB:4,6 Dr. Strange is blasted back to F-3 If you want to TTPC that go ahead but I figured you wouldn't want to.
Does the halving of ranged values by the map halve it down or up for odd numbers? Usually its would be the higher number but I don't know
Turn 1B) Marauders Continued
Leadership:4,4,2
Greycrow will equip the LO for Precision Strike
Free) Mystique sidesteps to N-18
BOM TA) Mystique +2spd moves to F-10
Free) Mystique force blasts Dr. Strange FB:4,6 Dr. Strange is blasted back to F-3
Vanisher will move to H-14 Carrying Sinister to I-15, Greycrow to H-15, and Prism to I-14
Riptide will move to I-11
Free) Riptide Sidesteps to I-10
Free) Riptide pulsewaves Marvel and Cap 10 vs 17 and 17+1HT 1,1 crit miss, Prism will TTPC that to a 1,3 still a miss
Sunfire will fly to L-14
The Mighty
1) CL1-05 Iron Fist 70 E5
2) CWSOP004 Ms. Marvel 80 H10 @ w/HO
3) FFOA006R Captain America 50 H9
4) CWSOP112 Dr. Strange 70 F9 @
5) FI301 Splitlip 20 D4
6) CW029 Wolverine 90 C4
ASMS101 Eye of Agamotto 12, HO, LO
392
Theme PC 4/4
v
1. Captain America Assembles his Avengers, Wolverine moves to D9.
2. Iron Fist Leaps to H13
3.Wolverine Charge to G14, attacking Greycrow, replacing his AV with Greycrow's +1, 12 vs 17. Roll 4,2=6. SA for 3, with 2 knock back. AST Captain America.
Do you want to TPC Wolverine's attack? If not, my turn is over.
I will not use TPC on your turn, unless the attack needs a 7+ to hit, and would do 4+ damage
The Mighty
1) CL1-05 Iron Fist 70 H13 @
2) CWSOP004 Ms. Marvel 80 H10 w/HO
3) FFOA006R Captain America 50 H9 @
AST [1]
4) CWSOP112 Dr. Strange 70 F9
5) FI301 Splitlip 20 D4
6) CW029 Wolverine 90 G14 @
SA [1]
ASMS101 Eye of Agamotto 12, HO, LO
392
Theme PC 4/4