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1) The Red Death (1/5) 100 pts
w/Blood Oath 10 pts
2) The Dawnbreaker (1/4) 75 pts
w/Blood Oath 10 pts
3) The Batman Who Laughs (1/5) 100 pts
4) Barbatos (1/5) 100 pts
TTPC: 4/4
395 pts
Commissioner of Heroclix Fantasy League - Ask me about it!
HCFL:
Follow me on Twitter @PopofHeroes
We meet again! Well let's try this once more, and with feeling! :D
Email is nmilesread at gmail. I'll send my initiative roll in shortly. Good luck, have fun my friend!
re061e The Red Death
Team: No Affiliation
Range: 0
Points: 100
Keywords: Dark Knights, Monster, Speedster
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(Improved) MOVEMENT: Hindering
(Special) RECKLESS DISREGARD FOR LIFE: Once per turn, when The Red Death targets and hits a single opposing character with a close attack, after resolutions deal each other character that is adjacent to either the Red Death or the target 1 penetrating damage. (Includes friendly characters and usually the target.)
(Special) WE WILL NOT HIDE IN THE SHADOWS ANYMORE: When the Red Death occupies clear terrain and is targeted by a range attack, modify defense +1. // When targeted by an opposing character that can use Stealth, modify defense +1. // When targeted by an opposing character occupying hindering terrain, modify defense +1. (The modifiers stack.)
(Special) SPEED FORCE STORM: When the Red Death hits an opposing character, you may generate a Speed Storm marker in that character's square. [MAX 3] // FREE: Choose a Speed Storm marker and place it into a square adjacent to its current square. // FREE: Choose a Speed Storm marker that was not generated this turn and roll a d6. [3-6]: Give a character occupying the chosen marker an action token.
Blood Oath
Prerequisites: Battle Fury or Blades/Claws/Fangs or Willpower
Choose a character. Before the beginning of the first turn, choose an opposing character. The character modifies its attack value by +1 when attacking the chosen opposing character.
When the character makes a successful close combat attack against the chosen opposing character and the attack roll is doubles, you can choose to treat the damage from the attack as penetrating damage. If you do, remove this feat from the game after the attack resolves.
10 Points
re063e The Dawnbreaker
Team: Green Lantern Corps
Range: 7
Points: 75
Keywords: Dark Knights, Green Lantern Corps, Monster
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17
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9
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(Improved) TARGETING: Hindering
(Special) RECKLESS DISREGARD FOR LIFE: Once per turn, when The Dawnbreaker targets and hits a single opposing character with a close attack, after resolutions deal each other character that is adjacent to either The Dawnbreaker or the target 1 penetrating damage. (Includes friendly characters and usually the target.)
(Special) WE WILL NOT HIDE IN THE SHADOWS ANYMORE: When The Dawnbreaker occupies clear terrain and is targeted by a range attack, modify defense +1. // When targeted by an opposing character that can use Stealth, modify defense +1. // When targeted by an opposing character occupying hindering terrain, modify defense +1. (The modifiers stack.)
(Special) NIGHTMARE CONSTRUCTS: Barrier. Whenever an opposing character generates one or more bystanders, after resolutions you may generate the same bystander(s). These bystanders you generate modify combat values +1 this game and have [MAX 1].
Blood Oath
Prerequisites: Battle Fury or Blades/Claws/Fangs or Willpower
Choose a character. Before the beginning of the first turn, choose an opposing character. The character modifies its attack value by +1 when attacking the chosen opposing character.
When the character makes a successful close combat attack against the chosen opposing character and the attack roll is doubles, you can choose to treat the damage from the attack as penetrating damage. If you do, remove this feat from the game after the attack resolves.
10 Points
re067e The Batman Who Laughs
Team: No Affiliation
Range: 5
Points: 100
Keywords: Dark Knights, Monster
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(Improved) MOVEMENT: Hindering
(Improved) TARGETING: Hindering
(Special) RECKLESS DISREGARD FOR LIFE: Once per turn, when The Batman Who Laughs targets and hits a single opposing character with a close attack, after resolutions deal each other character that is adjacent to either The Batman Who Laughs or the target 1 penetrating damage. (Includes friendly characters and usually the target.)
(Special) WE WILL NOT HIDE IN THE SHADOWS ANYMORE: When The Batman Who Laughs occupies clear terrain and is targeted by a range attack, modify defense +1. // When targeted by an opposing character that can use Stealth, modify defense +1. // When targeted by an opposing character occupying hindering terrain, modify defense +1. (The modifiers stack.)
(Special) CROW, CROW, CROW... BAR!: The Batman Who Laughs starts the game with Robin attached. When Robin is attached and The Batman Who Laughs would take damage, instead Robin becomes unattached and is placed adjacent. When that Robin would be KO'd by an opponent's attack, instead attach him to The Batman Who Laughs. FREE: Place that Robin adjacent.
re067bt Robin
Team: No Affiliation
Range: [b]0
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(Special) CROW!: Robin takes no damage from traits named "Reckless Disregard for Life" and can't be chosen for Mastermind.
(Special) ASSEMBLE AN ARMY OF NIGHTMARES: Friendly characters with the Monster keyword can use the Batman Enemy team ability. Friendly characters with the Dark Knights keyword can use the Batman Ally team ability.
(Speed) DRAG YOU INTO THE DARK MULTIVERSE: Phasing/Teleport. Phasing/Teleport as FREE, but only to move up to 4 squares and when he does, after resolutions adjacent opposing characters have Immobile until your next turn.
(Attack) END YOUR STORIES, ONE BY ONE: Steal Energy. POWER: Make any number of close attacks, each targeting a different opposing character (He will heal for each hit.)
(Damage) SO FALLS THE REALM OF LIGHT: Opposing characters within 6 squares that can use Outwit, Perplex or Support can use Battle Fury.
vs
cwsop030 V Atlas
Team: Masters of Evil
Range: 0
Points: 90
Keywords: Lethal Legion, Masters of Evil, Pro-Registration, Thunderbolts
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(Special) Justice, Like Lightning: After an action resolves during which Atlas damaged one or more opposing characters with an attack, roll a d6 that can't be rerolled. 5 - 6: Remove an action token from a friendly character with the Thunderbolts keyword within 4 squares.
(Speed) Just Like When We Invaded the Mansion: Atlas can use Flurry and Sidestep. When he uses Flurry, after actions resolve you may place any hit characters adjacent to him.
sfsm051 U Baron Zemo
Team: Masters of Evil
Range: 0
Points: 90
Keywords: Masters of Evil, Thunderbolts
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(Special) The Master of Evil: Other friendly characters with the Masters of Evil or Thunderbolts keyword can use Sidestep and modify their attack values by +1.
(Damage) I Have Anticipated Your Every Move: Baron Zemo can use Leadership and Outwit. When he uses Leadership and succeeds, you may remove an action token from each adjacent friendly character with the Masters of Evil or Thunderbolts keyword instead of one character.
cwsop024 E Songbird
Team: No Affiliation
Range: 5
Points: 70
Keywords: Femizons, Masters of Evil, Pro-Registration, Thunderbolts
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(Special) Justice, Like Lightning: After an action resolves in which Songbird damaged one or more opposing characters with an attack, roll a d6 that can't be rerolled. 5-6 Remove an action token from a friendly character with the Thunderbolts keyword within 4 squares.
(Attack) Sonic Constructs: Songbird can use Force Blast, Incapacitate, and Telekinesis.
cwsop018 R Bullseye
Team: No Affiliation
Range: 6
Points: 70
Keywords: Assassin, Pro-Registration, Thunderbolts
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(Improved) I Never Miss: Improved Targeting: Ignores Hindering; Ignores Characters; May make a ranged combat attack against any opposing character within range and line of fire, even if that character is in an adjacent square.
(Special) Justice, Like Lightning: After an action resolves during which Bullseye damaged one or more opposing characters with an attack, roll a d6 that can't be rerolled. 5 - 6: Remove an action token from a friendly character with the Thunderbolts keyword within 4 squares.
(Special) This One's Got Your Name On It: When Bullseye damages an opposing character with an attack, place a Marked token on that character's card. When Bullseye targets a character with a Marked token with an attack, he may remove one Marked token from that character to increase the damage dealt to that character by 1 if he hits.
(Speed) Time to Finish the Contract: Bullseye can use Sidestep and Stealth.
xp046 R Scorpion
Team: No Affiliation
Range: 2
Points: 29
Keywords: Armor, Detective
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Symbiote
EQUIP
Give a friendly character in this square or holding this object a power action to equip it. Opposing characters can KO this object only by using it in an object attack. (To equip, take the object and place it on the standard character's card. The character can use its effects. If the character is KO'd or equipped with a second object, KO the first equipped object.)
EFFECT: Equipped character can use Plasticity and Shape Change, and automatically breaks away. Give the equipped character a free action and roll a d6 that can't be rerolled.
5-6: Modify this characters combat values by +1 until your next turn.
1: Place this object in an adjacent square and the last equipped character can't be equipped by it again this game.
Immobile Object
6 Points
Last edited by biggnatedogg; 11/22/2019 at 10:03..
"A black astronaut, Cyril! That’s like killing a unicorn!” - Archer
HCFL: Dark Knights/Infinity Watch