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Season 16 Championship Game: pupulesurfer v. biggnatedogg
pupulesurfer's Green Lantern Corps
1) 180 WOL107 Kyle Rayner (Green Lantern) (1/7)
-- 12 MMF001 Automatic Regeneration
-- 10 WOLR207.09 Nurse (Blue)
2) 99 WOL013B Tomar Tu (1/7)
-- 12 MMF001 Automatic Regeneration
3) 95 WOL105R John Stewart (Green Lantern) (1/5)
4) 75 WKD19-002 Guy Gardner (1/6)
5) 15 WKD17-B003 Ape Green Lantern (1/1)
498
TTPC: 4/4
Objects: HO, LO, LO
v.
biggnatedogg's Dark Knights
1) The Red Death (1/5) 100 pts
w/Blood Oath 10 pts
2) The Dawnbreaker (1/4) 75 pts
3) The Batman Who Laughs (1/5) 100 pts
w/Stunning Blow 10 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
Oof, this gonna be ROUGH! Here are my dials, and email is nmilesread at gmail. Let's have some fun!
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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(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].
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.
Stunning Blow
Prerequisites: Incapacitate
Choose a character.
When the character makes a successful attack using Incapacitate, in addition to the effects of Incapacitate, the character may deal damage equal to its unmodified damage value. Divide the attacker's damage value any way you choose among the successfully hit targets.
10 Points
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.
"A black astronaut, Cyril! That’s like killing a unicorn!” - Archer
HCFL: Dark Knights/Infinity Watch
Dark Knights again!? Guess we'll see what some Green Light can do here!
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wol107 Kyle Rayner (Green Lantern)
Team: No Affiliation
Range: 9
Points: 180
Keywords: Green Lantern Corps, Justice League of America
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(Special-circle) Construct: When building your force, you may attach a construct (Lantern) to this character by paying its point cost. Give this character a power action and replace the construct with any other construct, up to 2 points higher than the original construct. If this character has no action tokens and the new construct is a lower point value than the original construct, this is a free action instead.
(Speed) I Can Be Everywhere I Need to Be: Kyle Rayner can use the Duo Attack Ability. When he does, before making each attack, you may place him in a legal square up to half his speed value away.
(Defense) Ion: When this click is revealed due to an opponent's attack, stop turning the dial. Kyle Rayner can use Impervious and the Quintessence team ability. This power can't be ignored.
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Prerequisites: Regeneration
Choose a character.
Once, at the beginning of your turn, this character uses Regeneration as a free action.
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Nurse (Blue)
This character can use Regeneration.
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wol013b Tomar Tu
Team: No Affiliation
Range: 9
Points: 99
Keywords: Green Lantern Corps, Lost Lanterns
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(Special-circle) Construct: When building your force, you may attach a construct to this character by paying its point cost. Give this character a power action and replace the construct with any other construct, up to 2 points higher than the original construct. If this character has no action tokens and the new construct is a lower point value than the original construct, this is a free action instead.
(Speed) Final Stand Against Hal Jordan: Give Tomar Tu a power action and choose an opposing character within 6 squares and line of fire. Until your next turn, that character can't target any friendly character with an attack.
(Damage) Will: Lost Lantern: Tomar Tu can use Willpower. When no friendly character is within 3 squares except those with the Lost Lanterns keyword, Tomar Tu can use Outwit until your next turn.
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wkD19-002 Guy Gardner
Team: Green Lantern Corps
Range: 6
Points: 75
Keywords: Brute, Green Lantern Corps, Justice League International, Warrior
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(Special) Green Lantern of Sector 2814: Phasing/Teleport. When Guy Gardner uses it, he may carry characters with [Wing symbol] if they share a keyword (with him).
(Speed) I’ll Make Dad Proud: Charge, Sidestep, Flurry.
(Damage) Who You Calling #2?: Close Combat Expert. Giant Reach: 3.
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wkD17-B003 Ape Green Lantern
Team: No Affiliation
Range: 6
Points: 15
Keywords: Animal
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(Special) : Ape Green Lantern can use Super Strength and has Improved Movement: Ignores Hindering Terrain.
Last edited by pupulesurfer; 12/30/2019 at 13:49..
1) 180 WOL107 Kyle Rayner (Green Lantern) (1/7)
-- 12 MMF001 Automatic Regeneration
-- 10 WOLR207.09 Nurse (Blue)
2) 99 WOL013B Tomar Tu (1/7)
-- 12 MMF001 Automatic Regeneration
3) 95 WOL105R John Stewart (Green Lantern) (1/5)
4) 75 WKD19-002 Guy Gardner (1/6)
5) 15 WKD17-B003 Ape Green Lantern (1/1)
498
TTPC: 4/4
Objects: HO, LO, LO
v.
biggnatedogg's Dark Knights
1) The Red Death (1/5) 100 pts P-21
w/Blood Oath 10 pts
2) The Dawnbreaker (1/4) 75 pts O-21
3) The Batman Who Laughs (1/5) 100 pts N-21
w/Stunning Blow 10 pts
4) Barbatos (1/5) 100 pts M-21
TTPC: 4/4
395 pts
BFC: Deep Shadows
Treat all non-blocking terrain as hindering terrain for line of fire purposes. Characters that have range values greater than 6 have range values of 6 instead, and range values can't be modified to a value more than 6. Powers, abilities, and effects able to affect characters more than 6 squares away instead can only affect characters up to 6 squares away.