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gxG03 V Apocalypse
Team: No Affiliation
Range: 8
Points: 500
Keywords: Armor, Future, Horsemen of Apocalypse, Past, Ruler
10
11
18
5
10
12
18
4
10
11
19
4
11
11
18
5
11
11
19
5
12
10
17
5
12
10
18
4
12
10
17
4
11
10
18
4
11
9
17
4
10
10
17
3
10
10
18
3
10
9
17
3
10
9
17
3
10
10
16
3
9
9
16
3
9
9
16
3
9
9
16
3
KO
KO
KO
KO
KO
KO
KO
KO
(Speed) You Appear More Worthy: Once per game, give Apocalypse a power action and choose two characters: an adjacent opposing character not on its starting line and a friendly character on the map with a point value higher than the opposing character but lower than Apocalypse. The first character becomes friendly to Apocalypse and gains the Horsemen of Apocalypse keyword. The second character becomes friendly to the first character's force and is healed of 1 damage.
(Defense) Survival of the Fittest: Apocalypse can use Mastermind and Invulnerability.
(Damage) Centuries of Scheming: Apocalypse can use Outwit. Apocalypse deals penetrating damage to any characters who have a power countered.
(Special) The First Mutant: Apocalypse's powers and combat values can't be countered, and he can't be the target of Incapacitate. Apocalypse can use Plasticity and Shape Change.
#202 War
Team: No Affiliation
Range: 8
Points: 99
Keywords: Horsemen of Apocalypse, Soldier
10
10
18
4
9
10
17
3
9
10
17
3
8
9
17
2
8
9
16
2
7
9
16
2
7
9
16
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
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KO
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KO
KO
The Second Horseman: War: Modify War's attack value by +1 until the end of the turn for each opposing character who took damage from an attack this turn. Damage - Fight: War can use Energy Explosion. When he uses it and hits, a hit character can't be given any actions during it's next turn except for close combat actions and ranged combat actions.
(Attack) Concussive Blast: Cyclops can use Force Blast. When he uses Force Blast after actions resolve, if his target's defense value is now 16 or less, he deals damage to his target equal to half of his d6 roll for Force Blast.
(Special) The X-Leader: Cyclops can use Leadership. When any friendly character uses the X-Men team ability, heal 2 damage instead of 1.
gx009 V Wolverine
Team: X-Men and Avengers
Range: 0
Points: 103
Keywords: Avengers, S.H.I.E.L.D., The Hand, X-Men
10
10
17
3
8
10
17
3
8
10
16
3
7
11
16
2
7
10
16
2
6
9
15
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
(Special) Healing Factor: At the beginning of your turn, you may heal Wolverine of 1 damage.
gx010 V Beast
Team: X-Men and Avengers
Range: 0
Points: 95
Keywords: Avengers, Scientist, S.W.O.R.D., X-Club, X-Factor, X-Men
8
9
17
3
8
10
17
3
8
10
16
2
7
10
16
2
7
11
16
2
7
10
16
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
(Special) Leaps and Bounds: Beast can use Leap/Climb and Super Senses.
gx023 V Psylocke
Team: X-Men
Range: 0
Points: 74
Keywords: Exiles, Excalibur, Martial Artist, The Hand, X-Club, X-Force, X-Men
7
9
17
2
7
10
17
3
6
11
17
2
8
10
16
2
7
10
16
2
7
9
16
2
6
9
16
1
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
(Attack) Psycho-Blast: Psylocke can use Penetrating/Psychic Blast as if she had a range value of 6.
(Damage) Psychic Knife: Psylocke can use Blades/Claws/Fangs and Exploit Weakness. When she rolls a d6 for Blades/Claws/Fangs, on a result of 1 or 2, give her target an action token in addition to the normal effects.
gx030 E Rogue
Team: X-Men
Range: 0
Points: 128
Keywords: Brotherhood of Mutants, X-Men
10
10
17
3
9
9
17
3
8
9
16
3
8
10
16
3
7
9
16
3
7
9
16
2
7
9
15
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
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KO
(Special) Power Absorption: Once during your turn, you may give Rogue a free action and choose an adjacent character and a standard power (other than Outwit or Perplex) that they can use. Until your next turn, Rogue may use the chosen standard power. If Rogue has no action tokens or the chosen character is friendly, deal 1 unavoidable damage to the chosen character.
Whew ... that was good for me. That could have hurt a lot.
f) Leadership - forgotten until late but rolled it anyways - fail
Blocking terrain now only blocks on the same level according to the last terrain discussion on WK .. if I'm wrong on this let me know.
1) Psylocke pushes TKing the HO to beside Rogue.
f) Beast outwits Invulnerability on Hulk
2) Rogue charges up with the HO. Miss. Token to Gambit ... hit with an 11 and 5 damage to Hulk. Well we can't leave him on that new improved Pulse Wave now can we. Rogue takes Hulk's Pulse Wave just cause.
3) Beast retreats.
4) Gambit takes a step forward - throws a card at Hulk - boom! 4,4 3-1 damage to Hulk and the KO.
5) Wolverine waddles forward.
Its going to take Psylocke so long to get into Battle now that Rogue is out in the wind
*Sigh* Hoped he would have survived to at least run away
Not a chance
That Crit miss is brutal ... maybe I can capitalize on it!
f) Wolverine heals
f) Leadership: 5! Token off of Logan
1) Cyclops AV 11 on Apoc DV 18. BZZZT! 10! And imperv is ...6 !!!! NOOOOOOOOOOOOOOOOOOOO
f) Rogue drains Apoc's Imperv.
I truly feel the need to win this one, if just because I -really- want to use the 'less worthy' SP at some point, and I'm not going to be able to now cause you KOed my only other friendly
Apocalypse CCE on Rogue, leech that she is. AV 12 on DV 17, needs 5. Rolls: 9, Imperv: 2. 4 damage to Rogue.
How many themes PC do I have again? 3?
Leadership fail.
1) Cyclops on Apoc AV 11 on DV 18 - misses by 1 PC to Beast and a hit with 7 - Imperv is a 1 for 2 damage to Rogue
f) Rogue steals Imperv from Apoc. Apoc takes one point to take him off of that tasty 19 with Imperv.
3) Gambit AV 9 on DV 17 - hit with a 10 ... no knockback for colossals but with Psychic Blast that's 3 right through.
4) Beast AV 10 charges up to hit DV 18... miss with a lousy 4 - Gambit takes a timely token to take it to a 9 ... 1 more to Apoc.
5) Rogue breakaway with a 4 - picks up beast and flies away
6) Psylocke forward to K20
Oh that's ###. That figure is underpriced by 100 points to have that. gotta head home now, will do it all again. Blech. At least I'll get one point for Rogue ...
HCFL 2012 Champion - Nation X
Quote : Originally Posted by rorschachparadox
Only problem is that Superclone is a unique member. The irrational members never get made uniques, which is why we see so many swarms of them.
Oh that's ###. That figure is underpriced by 100 points to have that. gotta head home now, will do it all again. Blech. At least I'll get one point for Rogue ...
Eh. Onslaught will take Apocalypse even as is almost every time. It's the Penetrating damage. it'll just eat away at Apoc constantly. Sure, he'll get a Shape Change roll here and there, but Onslaught needs to hit Apocalypse -3- times, and it's over. I mean, Map choice will make a difference, and blah blah. Onslaught is built for a team, Apocalypse is built for solo play (which is really weird).
HCFL 2010 Champion , HCFL 2009 2nd Place HCFL 2013 - Gotham Knights, FLE 2013 - The Intelligencia